“Three men are constantly speaking to me behind my right ear,” says Pia Oxenvad, a young woman experiencing auditory hallucinations. “It feels like they are standing right behind me,” she explains, while indicating with her right hand precisely where the voices seem to be lurking.[1] To Pia, the voices are real, an experiential and always proximate presence. Yet, to everybody else, the voices are unreal, a conjuring of Pia’s disturbed mind. Although Pia can hear the voices, she cannot see the men whose voices she hears. However, when she enters the realm of virtual reality (VR), Pia can both see and speak to the malevolent voices, which now present as avatars. These digital representations externalize her internal malady, moving the voices from the concealed and personal space of her mind to the visible and shared space of VR. To get to the realm of VR, Pia places a pair of sleek, yet clunky, goggles over her eyes, transporting her into a digitally designed, simulated environment. The goggles engulf Pia’s vision, fundamentally altering her sense of place. Although seated on a chair, at a table, in a room, Pia is tricked into believing that she is somewhere completely different, moved from the physical here to the simulated there in an instant. As she is immersed into the carefully curated space of VR, Pia and her therapist are enabled to confront Pia’s voices together for the first time.