Fear of the Subway

The fear of the subway is characterized by intense anxiety associated with using this mode of transport. It can manifest through physical symptoms such as palpitations or dizziness and can lead to significant apprehension at the mere thought of having to take public transportation, heavily disrupting commutes and daily life. This fear may be triggered by several factors: confinement in the train cars, crowd density, loud noises, or the apparent lack of escape in case of danger. By regularly exposing themselves to environments replicating a subway journey, users can regain confidence in their ability to manage these situations and feel comfortable using public transportation again. By regularly exposing themselves to environments replicating a subway journey, users can regain confidence in their ability to manage these situations and feel comfortable using public transportation again.

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“Virtual reality is 80% effective, with benefits lasting for more than a year after treatment.” Eric Malbos, Psychiatrist

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Why such efficacy ?

1. Immersion

The user will be immersed in virtual environments designed to recreate everyday situations in the subway.

2. Cognitive restructuring

The user will unlearn negative reactions, such as catastrophic thoughts (“Something bad will happen to me”), and rebuild positive thought patterns (“Everything will be fine”).

3. Repetition

Through repeated exposures, these patterns will become quickly and permanently ingrained in your mental functioning.

4. Progressiveness

The gradual increase in the difficulty of the environments will allow the user to progressively desensitize to the anxiety experienced and regain confidence in their abilities.

5. Personalization

With Artificial Intelligence, they will be supported and encouraged in a personalized way throughout the exposures.

Receive the C2Care method for free, combining Artificial Intelligence and Virtual Reality !

The AI revolution !

We use Artificial Intelligence both through a coach named Camille and through virtual characters within the scenes. Camille provides support and acts as a trusted companion to whom you can share your concerns without fear of judgment. On the other hand, the virtual characters faithfully replicate real-life social behaviors. You will be able to interact with them in various everyday contexts, such as a party, a date, a job interview, or a spontaneous conversation on the street. Learn more

The different situations in the subway !

Low occupancy subway

Low occupancy subway

The low-occupancy subway environment allows for progressive exposure in a less anxiety-inducing context. It recreates a realistic ambiance with few passengers, limiting stimuli while gradually acclimating the user to the space.

This environment is ideal for gently working on fears related to public transportation. It effectively prepares users for more intense situations, such as rush hours, by instilling a sense of control and calm.

High occupancy subway

High occupancy subway

This environment faithfully reproduces the bustling atmosphere of rush hours, complete with crowd movements and elevated noise levels. It is designed to progressively confront the most stressful situations associated with public transportation.

This immersive environment helps users work on stress management in the face of agitation and social interactions in a confined space. It is an essential step in enhancing adaptation skills for real-life contexts.

Night subway

Night subway

The night subway offers a unique atmosphere, with dim lighting and a small number of passengers creating an ambiance that is both calm and potentially intimidating. This environment provides an opportunity to overcome apprehensions related to nighttime travel, which is often perceived as less secure.

By helping to better manage anxiety about the unknown and feelings of isolation, it promotes gradual exposure, builds confidence, and prepares for calmer nighttime journeys.

Broken-down subway

Broken-down subway

This environment simulates a situation of immobilization, often a source of stress and anxiety for many people. Through realistic elements such as prolonged stops, lack of control, and waiting in a confined space, this environment helps users work on fears related to unexpected events. It fosters better emotional management in the face of disorientation while strengthening the sense of control.

This gradual immersion prepares users to handle such situations calmly and confidently.

Lives changed thanks to our method.

An approach based on CBT (Cognitive Behavioral Therapy)

Based on the cognitive-behavioral approach, our solutions help deconstruct limiting thought patterns and rebuild confidence in one’s abilities.

By recreating realistic virtual environments, exposure enables individuals to confront their fears or stressful situations while being supported. It allows for safe, controlled, and gradual exposure to anxiety-provoking or phobic situations.

They testify to the effectiveness of C2Care !

Do you need further information or have any specific questions ?

Our environments in image

Often associated

Agoraphobia

Claustrophobia

Scientific Articles

Virtual reality exposure therapy for anxiety disorders

Virtual reality compared with in vivo exposure in the treatment of social anxiety disorder

Comparing In-Person to Videoconference-Based Cognitive Behavioral Therapy for Mood and Anxiety Disorders

FAQ

Virtual reality (VR) is an innovative technology that enables patients to be exposed to immersive and controlled environments, facilitating the management of numerous psychological and psychiatric disorders. Its use in mental health offers several advantages:
  • Gradual and Controlled Exposure: VR allows patients to confront anxiety-inducing situations in a secure environment, gradually adjusting the intensity of stimuli to promote habituation and emotional regulation.
  • Realistic and Reproducible Environments: Unlike traditional techniques, VR provides immersive scenarios that can be consistently reproduced, ensuring a coherent and effective approach.
  • Increased Patient Engagement: The interactive and immersive nature of VR enhances treatment adherence and motivates patients to continue their therapy.
  • Personalized Treatment: Virtual environments can be adapted to meet the specific needs of each patient.
  • Versatile Applications: VR is used to treat anxiety disorders (phobias, post-traumatic stress disorder, obsessive-compulsive disorders), addictions, mood disorders, and even cognitive remediation.
The use of virtual reality in healthcare is not new! It has been studied and utilized for over 30 years in the medical and psychological fields. As early as the 1990s, researchers began exploring its potential for treating anxiety disorders, particularly phobias and post-traumatic stress disorder. Since then, numerous scientific studies have confirmed its effectiveness in addressing various psychiatric, neurological, and cognitive disorders.
Today, VR is widely integrated into therapeutic and medical practices, with clinically validated protocols. It is used in hospitals, clinics, and psychologists' offices worldwide to provide patients with innovative, effective, and safe treatments.
To use virtual reality, one must immerse themselves in a virtual environment. There are several ways to achieve this.
In the past, the CAVE system (Cave Automatic Virtual Environment), a 3D setup consisting of multiple screen walls, was the primary method used. This system allowed users to be fully immersed in the virtual world, with their movements detected in real-time. However, this technology was expensive and not widely accessible.
Since around 2016, with the introduction of virtual reality headsets like the Oculus Rift and HTC Vive, VR has become much more accessible. These headsets immerse users in virtual reality through an enclosed screen that projects digital images. The user's head movements are tracked, enabling them to look around and interact with the environment as they would in the real world.
Today, VR headsets are wireless and standalone, providing maximum comfort and ease of use without requiring external sensors or cables.
A virtual environment is an immersive digital simulation created through virtual reality. It allows users to navigate in a 3D space that accurately replicates everyday situations or specific contexts.
In mental health, these environments are designed to help individuals gradually face certain situations, manage their emotions, or enhance cognitive skills. By interacting with these virtual spaces, patients can engage in meaningful experiences tailored to their needs.
You need to equip yourself with a virtual reality headset. Our software is compatible with Meta Quest 2, 3, and 3S. 
You will then only need an internet connection. 
Numerous studies confirm that virtual reality is safe to use. However, some restrictions are in place to protect users from potential adverse effects.
For instance, individuals with epilepsy and pregnant women should avoid this type of therapy.
As with any immersive technology, prolonged use may cause visual fatigue or mild discomfort, particularly for those sensitive to motion sickness. Therefore, it is recommended to take regular breaks and adjust session durations according to individual needs.
Virtual environments are designed to be gradual and controlled, minimizing the risk of excessive anxiety. Most users quickly adapt to immersion and experience the benefits of this innovative approach from the first sessions.
Anxiety disorders and phobias can be effectively treated using virtual reality. Patients are gradually and progressively exposed to anxiety-inducing situations in various environments while remaining in a safe space. This process helps develop a sense of habituation, ultimately reducing or even eliminating anxiety over time.
Behavioral and substance addictions can also be addressed through virtual reality. By incorporating synthetic stimuli into the environments that trigger craving responses, patients struggling with addiction can work on their cravings to diminish the urge to consume.
Additionally, multiple environments—such as bars, casinos, and social settings—enable cognitive work on dysfunctional beliefs associated with specific temptation scenarios.
Regarding eating disorders, virtual reality software helps target key etiological factors, such as body dysmorphia, allocentric lock (a tendency to focus on others rather than oneself), and food cravings.
Currently, our TERV (Virtual Reality Exposure Therapy) solutions include multiple software programs designed to address critical psychiatric, psychological, and neuropsychological determinants such as relaxation, cognitive stimulation, behavioral activation, and social skills training.
Reminiscence therapy is also a major therapeutic tool in treating depression. By allowing patients to relive sensations linked to past pleasurable activities (such as sports, driving, or traveling), virtual reality stimulates hypoactive brain areas, enhancing therapeutic success. VR serves as an excellent mediator for reigniting engagement in enjoyable activities.
Moreover, cognitive stimulation for elderly individuals is another area where virtual reality proves beneficial. By leveraging technology to make stimulation activities more engaging and accessible, patients and nursing home residents can improve executive functions and memory through specially designed applications.
Today, virtual reality in mental health care is advancing rapidly. Researchers, clinicians, and developers continue to explore new therapeutic targets to offer innovative and effective treatment solutions in the near future.
VR can be used by all healthcare professionals assisting patients with anxiety, phobias, post-traumatic stress disorders, addictions, or other psychological challenges.
It is particularly beneficial for psychologists, psychiatrists, neuropsychologists, specialized nurses, as well as psychomotor therapists, physiotherapists, dietitians, sophrologists, and hypnotherapists. With a wide range of immersive environments, VR enhances therapeutic approaches and provides innovative tools to improve patient care.
Healthcare providers incorporating virtual reality exposure therapy (VRET) expand their range of treatment options. VRET is a well-established therapeutic technique with scientific validation from cognitive-behavioral therapy research.
  • Professional Differentiation: Integrating VR into practice allows therapists to stand out from traditional treatment options.
  • Scientific Validation: VRET is backed by extensive research, reinforcing its credibility as an effective treatment method.
  • Improved Patient Engagement: The interactive nature of VR fosters greater patient involvement in therapy.
  • Time-Saving: VR provides direct access to various exposure environments without needing external logistics.

One of the considerable advantages of virtual reality is that it is effective on a wide spectrum of populations. Existing data from the literature on the subject shows us that it is entirely possible to expose a wide age group to virtual reality, with real therapeutic benefits.

The studies attest, in fact, to excellent feasibility and significant results; particularly in adults, in the treatment of anxiety disorders (including school phobia), autism, addictions, eating disorders, neuropsychological disorders, psychotic disorders and mood disorders.

The results are identical for adolescents with a significant added value concerning therapeutic engagement where virtual reality promotes adolescents' interest in their therapy.

Among elderly subjects, study results encourage the use of virtual reality with the aim of working on cognitive stimulation, on behavioral disorders but also on anxiety.

One of the major advantages of virtual reality is its effectiveness across a broad spectrum of the population. Existing literature on the subject shows that virtual reality can be used with individuals of various age groups, providing significant therapeutic benefits.
Studies confirm excellent feasibility and significant results, particularly among adults in the treatment of anxiety disorders (including school phobia), autism, addictions, eating disorders, neuropsychological disorders, psychotic disorders, and mood disorders.
The results are equally promising for adolescents, with a notable advantage in terms of therapeutic engagement, as virtual reality enhances their interest and participation in treatment.
For older adults, research supports the use of virtual reality to improve cognitive stimulation, behavioral disorders, and anxiety management.
However, people with epilepsy and pregnant individuals are not advised to undergo this type of therapy.
Yes, all our environments are grouped within a single application.
Our technical support team is available Monday to Friday, from 9:00 AM to 1:00 PM and 2:30 PM to 5:30 PM (Paris time), at technical@c2.care
You can cancel at any time by filling out the form at the bottom of the page. 

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