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Virtual reality therapy
Virtual reality therapy
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Virtual reality therapy
Other namesComputerized CBT

Virtual reality therapy (VRT), also known as virtual reality immersion therapy (VRIT), simulation for therapy (SFT), virtual reality exposure therapy (VRET), and computerized CBT (CCBT), is the use of virtual reality technology for psychological or occupational therapy and in affecting virtual rehabilitation. Patients receiving virtual reality therapy navigate through digitally created environments and complete specially designed tasks often tailored to treat a specific ailment; it is designed to isolate the user from their surrounding sensory inputs and give the illusion of immersion inside a computer-generated, interactive virtual environment. This technology has a demonstrated clinical benefit as an adjunctive analgesic during burn wound dressing and other painful medical procedures.[1][2][3] Technology can range from a simple PC and keyboard setup, to a modern virtual reality headset. It is widely used as an alternative form of exposure therapy, in which patients interact with harmless virtual representations of traumatic stimuli in order to reduce fear responses. It has proven to be especially effective at treating PTSD, and shows considerable promise in treating a variety of neurological and physical conditions. Virtual reality therapy has also been used to help stroke patients regain muscle control, to treat other disorders such as body dysmorphia, and to improve social skills in those diagnosed with autism.[4]

Description

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Virtual reality therapy (VRT) uses specially programmed computers, visual immersion devices and artificially created environments to give the patient a simulated experience[5] that can be used to diagnose and treat psychological conditions that cause difficulties for patients. In many environmental phobias, reaction to the perceived hazards, such as heights, speaking in public, flying, close spaces, are usually triggered by visual and auditory stimuli. In VR-based therapies, the virtual world is a means of providing artificial, controlled stimuli in the context of treatment, and with a therapist able to monitor the patient's reaction. Unlike traditional cognitive behavioral therapy, VR-based treatment may involve adjusting the virtual environment, such as for example adding controlled intensity smells or adding and adjusting vibrations, and allow the clinician to determine the triggers and triggering levels for each patient's reaction. VR-based therapy systems may allow replaying virtual scenes, with or without adjustment, to habituate the patient to such environments. Therapists who apply virtual reality exposure therapy, just as those who apply in-vivo exposure therapy, can take one of two approaches concerning the intensity of exposure. The first approach is called flooding, which refers to the most intense approach where stimuli that produce the most anxiety are presented first. For soldiers who have developed PTSD from combat, this could mean first exposing them to a virtual reality scene of their fellow troops being shot or injured followed by less stressful stimuli such as only the sounds of war. On the other hand, what is referred to as graded-exposure takes a more relaxed approach in which the least distressing stimuli are introduced first.[6] VR-exposure, as compared to in-vivo exposure has the advantage of providing the patient a vivid experience, without the associated risks or costs. VRT has great promise since it historically produces a "cure" about 90% of the time at about half the cost of traditional cognitive behavior therapy authority, and is especially promising as a treatment for PTSD[7][8] where there are simply not enough psychologists and psychiatrists to treat all the veterans with anxiety disorders diagnosed as related to their military service.[9][10][11]

VRT is also a promising adjunctive therapy for the treatment of other clinical populations, such as individuals with psychosis. A recent systematic review of psychosocial interventions using virtual reality shows these interventions are safe and well accepted in this population. The studies identified in the review show that psychosocial VRT can improve cognitive, social, and vocational skills as well as symptoms of auditory verbal hallucinations and paranoia in individuals with psychosis.[12]

Recently there have been some advances in the field of virtual reality medicine. Virtual reality is a complete immersion of the patient into a virtual world by putting on a headset with an LED screen in the lenses of the headset. This is different from the recent advancements in augmented reality. Augmented reality is different in the sense that it enhances the non-synthetic environment by introducing synthetic elements to the user's perception of the world.[13] This in turn "augments" the current reality and uses virtual elements to build upon the existing environment.[13] Augmented reality poses additional benefits and has proven itself to be a medium through which individuals with a specific phobia can be exposed "safely" to the object(s) of their fear, without the costs associated with programming complete virtual environments. Thus, augmented reality can offer an efficacious alternative to some less advantageous exposure-based therapies.[13]

History

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Virtual reality therapy (VRT) was pioneered and originally termed by Max North documented by the first known publication (Virtual Environment and Psychological Disorders, Max M. North, and Sarah M. North, Electronic Journal of Virtual Culture, 2,4, July 1994), his doctoral VRT dissertation completion in 1995 (began in 1992), and followed with the first known published VRT book in 1996 (Virtual Reality Therapy, an Innovative Paradigm, Max M. North, Sarah M. North, and Joseph R. Coble, 1996. IPI Press. ISBN 1-880930-08-0). His pioneered virtual reality technology work began as early as 1992 as a research faculty at Clark Atlanta University and supported by funding from U.S. Army Research Laboratory.

An early exploration in 1993–1994 of VRT[14][self-published source?] was done by Ralph Lamson[15] a USC graduate then at Kaiser Permanente Psychiatry Group. Lamson began publishing his work in 1993.[16][17][medical citation needed] As a psychologist, he was most concerned with the medical and therapeutic aspects, that is, how to treat people using the technology, rather than the apparatus, which was obtained from Division, Inc. Psychology Today reported in 1994 that these 1993–1994 treatments were successful in about 90%[16][medical citation needed] of Lamson's virtual psychotherapy patients. Lamson wrote in 1993 a book entitled Virtual Therapy which was published in 1997 directed primarily to the detailed explanation of the anatomical, medical and therapeutic basis for the success of VRT.[18] In 1994–1995, he had solved his own acrophobia in a test use of a third party VR simulation and then set up a 40 patient test funded by Kaiser Permanente.[14][independent source needed] Shortly thereafter, in 1994–1995, Larry Hodges, then a computer scientist at Georgia Tech active in VR, began studying VRT in cooperation with Max North who had reported anomalous behavior in flying carpet simulation VR studies and attributed such to phobic response of unknown nature. Hodges tried to hire Lamson without success in 1994 and instead began working with Barbara Rothbaum, a psychologist at Emory University to test VRT in controlled group tests, experiencing about 70% success among 50% of subjects completing the testing program.[19]

A screen capture of Virtual Iraq
A screen capture of Virtual Iraq

In 2005, Skip Rizzo[20][21] of USC's Institute for Creative Technologies, with research funding from the Office of Naval Research (ONR),[22] started validating a tool he created using assets from the game Full Spectrum Warrior for the treatment of posttraumatic stress disorder. Virtual Iraq was subsequently evaluated and improved under ONR funding and is supported by Virtually Better, Inc. They also support applications of VR-based therapy for aerophobia, acrophobia, glossophobia, and substance abuse. Virtual Iraq proved successful in normalization of over 70% of people with PTSD, and that has now become a standard accepted treatment by the Anxiety and Depression Association of America. However, the VA has continued to emphasize traditional prolonged exposure therapy as the treatment of choice, and VR-based therapies have gained only limited adoption, despite active promotion by DOD, and despite VRT having much lower cost and apparently higher success rates. A $12-million ONR funded study is currently underway to definitively compare the efficacy of the two methods, PET and VRT. Military labs have subsequently set up dozens of VRT labs and treatment centers for treating both PTSD and a variety of other medical conditions. The use of VRT has thus become a mainstream psychiatric treatment for anxiety disorders and is finding increasing use in the treatment of other cognitive disorders associated with various medical conditions such as addiction, PTSD and schizophrenia.[17][23]

Applications

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Psychological therapy

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Exposure therapy

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Virtual reality technology is especially useful for exposure therapy – a treatment method in which patients are introduced and then slowly exposed to a traumatic stimulus. Inside virtual environments, patients can safely interact with a representation of their phobia, and researchers don't need to have access to a real version of the phobia itself. One of the primary challenges to the efficacy of Exposure therapy is recreating the level of trauma existing in real environments  inside a virtual environment. Virtual reality aids in overcoming this by engaging with different sensory stimuli of the patient while heightening the realism and maintaining the safety of the environment.[24]

Virtual reality being used in exposure therapy for treating PTSD in documentary crew at Joint Base Lewis-McChord in Washington, United States.

One very successful example of virtual reality therapy exposure therapy is the PTSD treatment system, Virtual Iraq. Using a head mounted display and a game pad, patients navigate a Humvee around virtual recreations of Iraq, Afghanistan, and the United States. By being safely exposed to the traumatic environments, patients learned to reduce their anxiety. According to a review of the history of Virtual Iraq, one study found that it reduced PTSD symptoms by an average of fifty percent, and disqualified over seventy-five percent of participants for PTSD after treatment.[25] Virtual Reality Exposure Therapy (VRET) is also commonly used for treating specific phobias, especially small animal phobia. Commonly feared animals such as spiders can be easily produced in a virtual environment, instead of finding the real animal.[26] For those with low social confidence, Virtual Reality Exposure Therapy can also be used to simulate social situations.[27] VRET has also been used experimentally to treat other fears such as public speaking and claustrophobia.[26][28]

Another successful study attempted treating 10 individuals who experienced trauma as a result of events during 9/11. Through repeated exposure to increasingly traumatic sequences of World Trade Center events, immediate positive results were self reported by test subjects.[29] In a 6-month follow-up, 9 of the test subjects available for follow up maintained their results from exposure.[29]

Virtual Reality Exposure Therapy (VRET) offers a wide range of advantages compared to traditional exposure therapy techniques. Recent years have suggested an increase in familiarly and trust in virtual reality technology as an acceptable mirror of reality. A higher trust in the technology could lead to more effective treatment results as more phobics seek out help. Another consideration for VRET is the cost effectiveness. While the actual cost of VRET may vary based on the hardware and software implementation, it is supposedly more effective than the traditional in vivo treatment used for exposure therapy while maintaining a positive return on investment.[24] Future research might pave an alternative to extensive automated lab or hospital environments. For instance, in 2011, researchers at York University proposed an affordable virtual reality exposure therapy (VRET) system for the treatment of phobias that could be set up at home.[30] Such developments in VRET  may pave a new way of customised treatment that also tackles the stigma attached to clinical treatment.[31] While there is still a lot unknown about the long-term effectiveness of the relatively new VRET, the future seems promising with growing studies reflecting the benefits of VRET to combat phobias.

Virtual rehabilitation

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The term virtual rehabilitation was coined in 2002 by Professor Daniel Thalmann of EPFL (Switzerland) and Professor Grigore Burdea of Rutgers University (USA). In their view the term applies to both physical therapy and cognitive interventions (such as for patients with Post Traumatic Stress Disorder, phobias, anxieties, attention deficits or amnesia). Since 2008, the virtual rehabilitation "community" has been supported by the International Society on Virtual Rehabilitation.[32]

Virtual rehabilitation is a concept in psychology in which a therapeutic patient's training is based entirely on, or is augmented by, virtual reality simulation exercises. If there is no conventional therapy provided, the rehabilitation is said to be "virtual reality-based". Otherwise, if virtual rehabilitation is in addition to conventional therapy, the intervention is "virtual reality-augmented." Today, a majority of the population uses the virtual environment to navigate their daily lives and almost one fourth of the world population uses the internet. As a result, virtual rehabilitation and gaming rehabilitation, or rehabilitation through gaming consoles, have become quite common. In fact, virtual therapy has been used over regular therapeutic methods in order to treat a number of disorders.

Some factors to consider when virtual rehabilitation include cultural sensitivity, accessibility, and ability to finance the virtual therapy.

Advantages

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Virtual rehabilitation offers a number of advantages[33] compared to conventional therapeutic methods:

  • It is entertaining, thus motivating the patient;
  • Potential for involvement of the patients' stimulus modalities for more realistic environments for treatment.
  • It provides objective outcome measures of therapy efficacy (limb velocity, range of movement, error rates, game scores, etc.);
  • These data are transparently stored by the computer running the simulation and can be made available on the Internet.
  • Virtual rehabilitation can be performed in the patient's home and monitored at a distance (becoming telerehabilitation)
  • The patient feels more actively involved in the desensitization
  • The patient may "forget" they are in treatment or undergoing observation resulting in more authentic expressions.
  • Effective for hospitals to reduce their costs[34] because of lowered cost of medicine and equipment.
  • Great impact of virtual reality on pain relief

Disadvantages

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Despite all the merits of VR therapy as listed in the sections above, there are pitfalls and obstacles in the development of widespread VR solutions.

  • Cost effectiveness: VRET may show promising returns on investment but the fact remains that the true development cost of VRET environments depends heavily on the choice of hardware and software chosen.[24]
  • Treatment effectiveness: For the treatment to take effect, a patient should be able to successfully project and experience their anxiety in a virtual environment. Unfortunately, this projection is highly subjective and personalised per patient; and outside the control of the therapists.  This limitation might adversely impact the therapy.[24]
  • Migrating back to reality from virtual reality: Another skepticism is the correlation between virtual reality and actual reality. If a patient successfully combats their phobia in a virtual environment, does that guarantee success in real life too? Further, when treating more complicated ailments such as schizophrenia, there is inadequate projection on how delusions and hallucinations may translate from the real world to the virtual one.[35]
  • VR sickness: Movement in a virtual environment is said to cause visual discomfort. Prolonged periods of exposure to VR may lead to side effects like dry eyes, headaches, nausea and sweating; symptoms similar to motion sickness.[35]
  • Ethical and legal considerations: Since VR is a relatively new technology, its ethical implications are not as comprehensive as other forms of treatment. There is a need to formalize the limits, side effects, disclaimers, privacy regulations as we increase the breadth of impact of VR therapy; especially in matters related to forensic cases.[36]
  • Acceptance by the medical community: As VR-based therapy increases, it might pose a challenge to licensed therapists and medical professionals who may perceive VR as a threat. Afterall, VR deviates from the pre-established norm of  "talking cure" .[37]

Therapeutical targets

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Depression

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In February 2006 the UK's National Institute of Health and Clinical Excellence (NICE) recommended that VRT be made available for use within the NHS across England and Wales, for patients presenting with mild/moderate depression, rather than immediately opting for antidepressant medication.[38] Some areas have developed, or are trialing.

At Auckland University in New Zealand, a team led by Dr. Sally Merry have been developing a computerized CBT fantasy "serious" game to help tackle depression amongst adolescents. The game, Sparx, has a number of features to help combat depression, where the user takes on a role of a character who travels through a fantasy world, combating "literal" negative thoughts and learning techniques to manage their depression.[39]

Schizophrenia

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Avatar Therapy is a form of therapy that can be delivered through virtuality reality designed for people with schizophrenia who experience distressing auditory hallucinations, particularly hearing hostile voices.[40] In this therapy, patients engage in real-time, face-to-face dialogue with a digital avatar that represents the voice they hear. The therapist operates the avatar, allowing it to verbally communicate with the patient in a controlled and safe environment. Over time, the patient learns to confront and reduce the power of the hallucination, often finding relief from its intensity and frequency. Avatar therapy aims to help patients gain control over their symptoms, reduce distress, and improve overall mental health.[41]

This therapy is grounded in the idea that giving a "face" and voice to auditory hallucinations can help individuals reframe their relationship with these experiences. Avatar therapy has shown promising results in clinical trials, demonstrating improvements in reducing the impact of auditory hallucinations compared to standard treatment options. It is part of a broader effort to utilize VR and other innovative technologies in mental health care for conditions like schizophrenia.

Eating disorders and body dysmorphia

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Virtual reality therapy has also been used to attempt to treat eating disorders and body dysmorphia. One study in 2013 had participants complete various tasks in virtual reality environments which could not have been easily replicated without the technology.[42] Tasks included showing patients the implications of reaching their desired weight, comparing their actual body shape to an avatar created using their perceived body size, and altering a virtual reflection to match their actual body size.[42]

Gender dysphoria

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Early research suggests that virtual reality experiences may offer therapeutic benefits to transgender individuals experiencing gender dysphoria.[43] More experimentation and professional examination is needed before virtual reality could be prescribed as a treatment in practice. However, some transgender individuals have engaged in what can be characterized as an anecdotally alleviating form of self-administered, virtual sex reassignment therapy.[44] Digital spaces offer a form of anonymous self-expression that trans individuals, due to exposure of discrimination and violence, are not fully granted to them in real life or IRL.[45][46] The sophistication of virtual reality expands on these newfound liberties by providing an avenue for those with gender dysphoria to embody their gender identity, if it not accessible for them to do so in their real life. Through use of available VR videogames and chat rooms, those with gender dysphoria can create avatars of themselves, interact anonymously, and work towards therapeutic goals.[47]

Acrophobia

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A study published in The Lancet Psychiatry[48] proved that virtual reality therapy can help treat acrophobia.[49][50][51] Over the course of the study, participants were introduced to intimidating heights in a virtual reality environment then asked to complete various activities at those heights while under the supervision and support of a coach. This study, although insufficient in terms of scope and scrutiny for direct adoption into remedial practices, surrounds future research and treatment modeling with promise, as a majority of the participants considered themselves no longer afraid of heights.[51]

Glossophobia

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As an alternative to in vivo and in vitro exposure therapy, VRET has emerged as an effective intervention for individuals experiencing glossophobia and it overcomes some of the limitations of traditional CBT. VRET simulates public speaking scenarios and evokes anxiety responses comparable to real-world experiences, enabling gradual desensitization within a safe setting.

Innovations in VRET design have focused on user engagement. Dr. Chris Macdonald from the University of Cambridge developed an open-access VR platform compatible with smartphones, headsets and laptops. The system immerses users in simulated speaking environments with gradual exposure to anxiety-inducing stimuli, ranging from small classrooms to large stadium with 10,000 highly-distracting virtual spectators. A single 30 minute session experiment with 29 adolescents reported a substantial reduction in public speaking anxiety using the VR platform, as reported in leading academic journal Frontiers [52]

Physical therapy

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Stroke

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Research suggests that patients who had a stroke found virtual reality (VR) rehab techniques in their Physical Therapy treatment plans very beneficial.[53] Throughout a rehabilitation program aimed to restore and/or retain balance and walking skills, patients who have had a stroke often must relearn how to control certain muscles. In most physical therapy settings, this is done through high intensity, repetitive, and task-specific practice. Programs of this type can prove to be physically demanding, are expensive, and require several days of training per week. Additionally, regimens may seem redundant, and produce only modest and/or delayed effects in patient recovery. A physical therapy regimen using VR provides an opportunity to individualize training to fit the specific needs of the patient. While the exercises and movements required for proper motor learning can seem repetitive, using VR adds a level of intrigue and engagement for the patient. Training with VR enhances motor learning by giving the patient opportunities to practice their movements/exercise protocol in different VR environments.[53] This ensures that patients are always challenged and may be better prepared to perform in their environments. Feedback is an important element of physical therapy for patients recovering from stroke and/or other neuromuscular disorders.[53] Within the scope of motor learning, receiving feedback during performance of a task improves the learning rate. According to a Cochrane Review, visual feedback, specifically, has been shown to aid in balance recovery for patients who have had a stroke.[54] VR can provide continuous visual feedback that a physical therapist may not be able to during their sessions. Results have also suggested that in addition to improvements in balance, positive effects are also seen in walking ability. In one study, patients with VR training coupled with their physical therapy program had better improvements in walking speed than others not using VR training.[55] The most recent review about the effect of VR training on balance and gait ability showed significant benefits of VR training on gait speed, Berg Balance Scale (BBS) scores, and Timed "Up & Go" Test scores when VR was time dose matched to conventional therapy.[53]

Parkinson's disease

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Many studies (Cochrane Review) have shown that using VR technology during physical therapy treatments for patients with Parkinson's disease had positive outcomes.[56] For patients with PD the VR therapy:

  • Increased gait and balance.
  • Improved functions of activities of daily living (ADL's).
  • Improved quality of life.
  • Improved cognitive function.

It is speculated that these improvements occurred because the VR gave increased feedback to the patient regarding their performance during the VR sessions. VR stimulates a patient's motor and cognitive processes, both of which may be impaired as a result of the disease. Another benefit of VR is that it replicates real life scenarios, allowing patients to practice functional activities.[56]

Wound care

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Additionally, VR provides beneficial outcomes when it is implemented for patients who are receiving wound care rehabilitation. Studies have speculated that the more immersive the VR, the greater the experience and concentration the patient will have on the virtual environment.[57] Equally important, VR has shown to reduce pain, anxiety and depressive symptoms, as well as an increasing their treatment adherence.

In other studies, the results point to the benefits of VR in relation to increased distraction, and patients reported less time thinking about pain, less intense pain and immersion, which facilitates care such as dressing changes and physiotherapy.[57]

Wound dressing often generates a pain-provoking experience. Therefore, use of VR was related to more efficient dressings, increased distraction from the pain during procedures (e.g. dressing and physical rehabilitation) which reduced the patients' stress and anxiety.[57]

Cardiovascular

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The use of VR and video games could be considered as complementary tools for physical training in patients with Cardiovascular diseases.[58] Certain games designed for exercise have been shown to promote increases in heart rate, fatigue perception, and physical activity. In addition, it has been shown to reduce pain and increase adherence to physical therapy programs in patients with cardiovascular diseases. Finally, virtual reality and video games enhance motivation and adherence in cardiac rehabilitation programs.[58]

Occupational therapy

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Autism

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Virtual reality has been shown to improve the social skills of young adults with autism. In one study, participants controlled a virtual avatar in different virtual environments and maneuvered through various social tasks such as interviewing, meeting new people, and dealing with arguments. Researchers found that participants improved in the areas of emotional recognition in voices and faces and in considering the thoughts of other people. Participants were also surveyed months after the study for how effective they thought the treatments were, and the responses were overwhelmingly positive.[59] Many other studies have also explored this occupational therapy option.

Attention deficit hyperactivity disorder

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A clinical trial published in the Journal of Attention Disorders found that school age children with ADHD who underwent a virtual classroom cognitive treatment series were able to achieve the same management of symptoms of impulsivity and distractibility as children who were medicated with a stimulant.[60]

Post-traumatic stress disorder

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It may also be possible to use virtual reality to assist those with PTSD.[61] The virtual reality allows the patients to relive their combat situations at different extremes as a therapist can be there with them guiding them through the process. Some scholars believe that this is an effective way to treat PTSD patients as it allows for the recreation of exactly what they experienced. "It allows for greater engagement by the patient and, consequently, greater activation of the traumatic memory, which is necessary for the extinction of the conditioned fear."[62]

Stroke

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Virtual reality also has applications in the physical side of occupational therapy. For stroke patients, various virtual reality technologies can help bring fine control back to different muscle groups. Therapy often includes games controlled with haptic-feedback controllers that require fine movements, such as playing piano with a virtual hand.[63] The Wii gaming system has also been used in conjunction with virtual reality as a treatment method.[64]

The impact of virtual reality on chronic pain.

Chronic and acute pain

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Virtual reality (VR) has been shown to be effective in immediately decreasing procedural or acute pain.[65] To date there have been few studies on its efficacy in chronic pain. Such chronic pain patients can tolerate the VR session without the side effects that sometimes come with VR such as headaches, dizziness or nausea.[66]

Neurological Rehabilitation

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Virtual reality is also helping patients overcome balance and mobility problems resulting from stroke or head injury.[67] In the study of VR, the modest advantage of VR over conventional training supports further investigation of the effect of video-capture VR or VR combined with conventional therapy in larger-scale randomized, more intense controlled studies.[68] It shows the VR-assisted patients had better mobility when the doctors checked in two months later. Other research has shown similarly successful outcomes for patients with cerebral palsy undergoing rehab for balance problems.[69]

Therapeutic goals of VR in children with cerebral palsy target balance, walking, and enhancing function of real-world activities.[70] Several randomized controlled trials found that VR therapy significantly improved balance and walking in children with cerebral palsy.[70][71][72] Studies also found significant improvements in upper extremity function and postural control after VR therapy.[71] VR interventions were more effective in younger patients, likely as there is greater neuroplasticity during development.[71]

Advantages of VR include increased patient motivation through gamification and the creation of virtual spaces that are safe and therapeutically supportive.[70][71] Children may repeat therapeutic tasks more often than with conventional modalities alone, more easily meeting the repetitions required for structural, neurological change.[71] Functional MRI studies of cerebral palsy patients with upper limb involvement suggest that VR therapy can lead to neuroplastic changes in the sensory motor cortex, and subsequent improvements in motor function.[70][72]

Provider peer training and VR therapies collaboratively developed by engineers, providers, and patients, lead to improved outcomes in provider competency and patient motor function.[73] While commercially available VR gaming systems can be therapeutically effective, VR systems engineered to meet specific therapeutic needs additionally account for engagement in tasks, relevance of the virtual environment, appropriate feedback sensors and monitors.[71][73] VR that mimics the complexity of real-world tasks improves skills transfer from virtual to real environments.[74] Complex tasks permit infinite path variability for each movement necessary to complete the task.[74] Multiple possible solutions allow the patient to critically think through a task and to develop adaptive solutions for their body, further improving outcomes.[71][74]

Surgery

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VR smoothly blurs the demarcation between the physical world and the computer simulation as surgeons can use latest versions of virtual reality glasses to interact in a three-dimensional space with the organ that requires surgical treatment, view it from any desired angle and able to switch between 3D view and the real CT images.[75]

Efficiency

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Randomized, tightly controlled, acrophobia treatment trials at Kaiser Permanente provided >90% effectiveness, conducted in 1993–94. (Ext. Ref. 2, pg. 71) Of 40 patients treated, 38 showed marked reduction in phobic reaction to heights and self-reported reaching their goals. Research found that VRT allows patients to achieve victory over virtual height situations they could not confront in real life, and that gradually increasing the height and danger in a virtual environment produced increasing victories and greater self-confidence in the patient that they could actually confront the situation in real life. "Virtual therapy interventions empower people. The simulation technology of virtual reality lends itself to mastery oriented treatment ... Rather than coping with threats, phobics manage progressively more threatening aspects in a computer-generated environment ... The range of applications can be extended by enhancing the realness and interactivity so that actions elicit reactions from the environments in which individuals immerse themselves" (Ext. Ref. 3, pg. 331–332).

Another study examined the effectiveness of virtual reality therapy in treating military combat personnel recently returning from the current conflicts in Iraq and Afghanistan. Rauch, Eftekhari and Ruzek conducted a study with a sample of 42 combat servicemen who were already diagnosed with chronic PTSD (post-traumatic stress disorder). These combat servicemen were pre-screened using several different diagnostic self-reports including the PTSD military checklist, a screening tool used by the military in the determination of the intensity of the diagnosis of PTSD by measuring the presence of PTSD symptoms. Although 22 of the servicemen dropped out of the study,[why?] the results of the study concerning the 20 remaining servicemen still has merit.[why?] The servicemen were given the same diagnostic tests after the study which consisted of multiple sessions of virtual reality exposure and virtual reality exposure therapy. The servicemen showed much improvement in the diagnostic scores, signaling a decrease of symptoms of PTSD. Likewise, a three-month follow-up diagnostic screening was also administered after the initial sessions that were undergone by the servicemen. The results of this study showed that 15 of the 20 participants no longer met diagnostic criteria for PTSD and improved their PTSD military checklist score by 50% for the assessment following the study. Even though only 17 of the 20 participants participated in the 3-month follow-up screening, 13 of the 17 still did not meet the criteria for PTSD and maintained their 50% improvement in the PTSD military checklist score. These results show promising effects and help to validate virtual reality therapy as an efficacious mode of therapy for the treatment of PTSD (McLay, et al., 2012).

VR combined real instrument training was effective at promoting recovery of patients' upper-extremity and cognitive function, and thus may be an innovative translational neurorehabilitation strategy after stroke. In the study, the experimental group showed greater therapeutic effects in a time-dependent manner than the control group, especially on the motor power of wrist extension, spasticity of elbow flexion and wrist extension, and Box and Block Tests. Patients in the experimental group, but not the control group, also showed significant improvements on the lateral, palmar, and tip pinch power, Box and Block, and 9-HPTs from before to immediately after training.[76]

Continued development

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Larry Hodges, formerly of Georgia Tech and now Clemson University[77] and Barbara Rothbaum of Emory University, have done extensive work in VRT, and also have several patents and founded a company, Virtually Better, Inc.

In the United States, the United States Department of Defense (DOD) continues funding of VRT research[78] and is actively using VR in treatment of PTSD.[79][80]

Millions of funding is being put towards developments and early trials in the realm of virtual reality as companies race for FDA approval for their medical applications.[81]

Academic and government research projects

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BRAVEMIND software

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In 2014, a virtual reality application used as a prolonged exposure (PE) therapy tool for military related trauma called BRAVEMIND was reported[82] BRAVEMIND is as an acronym for Battlefield Research Accelerating Virtual Environments for Military Individual Neuro Disorders.[83] Virtual reality exposure therapy (VRET) applications have been used to assist civilian populations with anxieties about flying, public speaking, and heights. BRAVEMIND has been studied in populations of military medics as well as survivors of military sexual assault and combat.[82][84][85] This technology was developed by researchers at the University of the Southern California in collaboration with the U.S. Army Research Laboratory.

In 2004, reports stated that 40% of military members experience PTSD but only 23% seek medical help. Emory physicians described one of the strongest indicators of PTSD to be avoidance, saying this inhibits those affected from seeking treatment.[84] PE requires that the patient close their eyes and relate the pertinent episode in as much detail as possible. The methodology was based on the concept that in facing the event, the charge of the triggers may be attenuated over time. The VRET application BRAVEMIND differs from PE in that the patient does not reimagine the episode but instead wears a headset that places them in the familiar environment. This headset is equipped with two screens (one for each eye), headphones, and a position monitor that shifts the visual scene to match the patient's head movements. Depending on the patient's experience they may be standing or sitting on top of a raised platform with a bass shaker. This allows for vibrations that simulate the experience of riding a military vehicle. Other accessories such as joysticks or mock machine guns are given to the patients, if appropriate, to enhance realism.[83]

The clinician introduces triggers, such as gunfire, explosions, etc. into the virtual environment as they see fit. The clinician can also adapt sound and lighting conditions to match the patient's description. The researchers who developed the BRAVEMIND system reported that in a 20-patient trial, the patients' scores on the diagnostic PTSD checklist–military version (PCL-M) dropped from 54.4 pre-treatment to 35.6 post-treatment after eleven sessions. In another clinical trial, consisting of 24 active-duty soldiers, it was reported that after 7 sessions 45% no longer were identified as positive for PTSD while 62% demonstrated symptomatic improvement. These experimental results were compared with those of alternative PE treatments.[82]

The BRAVEMIND software has 14 different environments available including military barracks, Iraqi markets, and desert roads.[84] Included in these are environments specific to military sexual trauma (MST). Designed environments such as U.S. base settings, shower areas, latrines, remote shelters, and others were developed after consulting subject matter experts from Emory University.[82]

Proponents of this research have said that with military based videogames being so prevalent, this technology may be more appealing to patients and reduce the stigma surrounding treatment. They also have argued that as research on PTSD unfolds, possible subtypes may respond to treatments differently, and therefore diversifying treatment options is best.[84] Others have expressed reservations about the capacity to properly personalize VRET for individualized treatment and the use of ethnic stereotyping while developing Arab populated environments.[83]

Commercial development and providers

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A number of clinical and commercial groups have developed virtual reality systems for therapeutic use.

AppliedVR (United States)

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AppliedVR develops skills-based VR programs for pain management. In November 2021, the U.S. Food and Drug Administration granted a De Novo classification establishing a Class II category (virtual reality behavioral therapy device for pain relief) for the company's at-home program for chronic lower back pain.[86] In April 2023, the U.S. Centers for Medicare & Medicaid Services created HCPCS code E1905 for a virtual reality cognitive behavioral therapy device, describing RelieVRx as durable medical equipment.[87] Randomized, sham-controlled trials have reported clinically meaningful reductions in pain intensity and interference that were maintained at 12 months post-treatment.[88] Earlier double-blind randomized work during the COVID-19 period also found benefits over an active control.[89]

BehaVR and Oxford VR (United States / United Kingdom)

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In December 2022, BehaVR announced a merger with the University of Oxford spin-out Oxford VR and a concurrent funding round to advance VR-based digital therapeutics for mental health.[90][91] Prior to the merger, Oxford VR published randomized controlled trials of automated, coach-guided VR cognitive therapy, including a Lancet Psychiatry trial for acrophobia showing large reductions in fear compared with usual care,[92] and the multi-site gameChange trial in people with psychosis, which reduced agoraphobic avoidance and distress and reported favorable health-economic modeling for the UK NHS.[93][94]

Floreo (United States)

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Floreo develops VR lessons for autistic individuals to practice joint attention and social communication skills. It has been profiled by the U.S. National Institute of Mental Health's SBIR/STTR program, which notes academic research partnerships.[95] A pilot study reported feasibility and good tolerability of Floreo's joint-attention module in school-aged children with autism, with preliminary improvement on joint-attention measures; further controlled trials were planned.[96]

PsyTechVR (United States / Luxembourg)

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PsyTechVR develops virtual-reality software used for clinician-guided exposure therapy.[97] In addition to a library of prebuilt environments for specific phobias, the platform includes a tool that uses generative AI to create custom exposure scenarios for therapists to use in sessions.[98][99] In university settings, the software has been demonstrated and used for student testing of VR exposure modules, with accompanying questionnaires and supportive environments such as meditation and art-therapy rooms.[100][101] A seminar report also notes clinician-facing tools for creating custom environments and monitoring sessions during VR-based exposure and desensitisation work.[102]

Virtually Better (United States)

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Founded in 1996, Virtually Better, Inc. collaborated with academic groups in early virtual-reality exposure therapy (VRET) research for specific phobias and related anxiety disorders.[103] Controlled trials by Rothbaum and colleagues in the late 1990s and early 2000s found VRET comparable to in-vivo exposure for fear of flying, with maintenance at follow-up; these studies helped establish VRET as a clinically investigated modality.[104][105]

XRHealth and Amelia Virtual Care (formerly Psious) (Israel / United States / Spain)

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XRHealth operates virtual clinics using VR/AR for physical, occupational and mental health care. In 2023, XRHealth announced a merger with Amelia Virtual Care (formerly Psious), consolidating mental-health VR content and clinical delivery;[106] in 2024 it raised funding to support the combined platform and expand at-home treatment models.[107] Psious/Amelia is described as a platform emphasizing mental health exposure-based modules used by clinicians.[108]

Treatment for lesions

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Virtual reality therapy has two promising potential benefits for treatment of hemispatial neglect patients. These include improvement of diagnostic techniques and as a supplement to rehabilitation techniques.

Current diagnostic techniques usually involve pen and paper tests like the line bisection test. Though these tests have provided relatively accurate diagnostic results, advances in virtual reality therapy (VRT) have proven these tests to not be completely thorough. Dvorkin et al. used a camera system that immersed the patient into a virtual reality world and required the patient to grasp or move object in the world, through tracking of arm and hand movements. These techniques revealed that pen and paper tests provide relatively accurate qualitative diagnoses of hemispatial neglect patients, but VRT provided accurate mapping into a 3-dimensional space, revealing areas of space that were thought to be neglected but which patients had at least some awareness. Patients were also retested 10 months from initial measurements, during which each went through regular rehabilitation therapy, and most showed measurably less neglect on virtual reality testing whereas no measurable improvements were shown in the line bisection test.[109]

Virtual reality therapy has also proven to be effective in rehabilitation of lesion patients with neglect.[110] A study was conducted with 24 individuals with hemispatial neglect. A control group of 12 individuals underwent conventional rehabilitation therapy including visual scanning training, while the virtual reality group (VR) were immersed in 3 virtual worlds, each with a specific task. The programs consisted of

  1. "Bird and Ball" in which a patient touches a flying ball with his or her hand and turns it into a bird
  2. "Coconut", in which a patient catches a coconut falling from a tree while moving around
  3. "Container" in which a patient moves a box carried in a container to the opposite side.

Each of the patients of VR went through 3 weeks of 5-day-a-week 30-minute intervals emerged in these programs. The controls went through the equivalent time in traditional rehabilitation therapies. Each patient took the star cancellation test, line bisection test, and Catherine Bergego Scale (CBS) 24 hours before and after the three-week treatment to assess the severity of unilateral spatial neglect. The VR group showed a higher increase in the star cancellation test and CBS scores after treatment than the control group (p<0.05), but both groups did not show any difference in the line bisection test and K-MBI before and after treatment. These results suggest that virtual reality programs can be more effective than conventional rehabilitation and thus should be further researched.

VR advantages over IVE

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The preference of virtual reality exposure therapy over in-vivo exposure therapy is often debated, but there are many obvious advantages of virtual reality exposure therapy that make it more desirable. For example, the proximity between the client and therapist can cause problems when in-vivo therapy is used and transportation is not reliable for the client or it is impractical for them to travel as far as needed. However, virtual reality exposure therapy can be done from anywhere in the world if given the necessary tools. Going along with the idea of unavailable transportation and proximity, there are many individuals who require therapy but due to various forms of immobilizations (paralysis, extreme obesity, etc.) they can not physically be moved to where the therapy is conducted. Again, because virtual reality exposure therapy can be conducted anywhere in the world, those with mobility issues will no longer be discriminated against. Another major advantage is fewer ethical concerns than in-vivo exposure therapy.

Another advantage to virtual reality rehab over the traditional method is patient motivation. When presented with difficult tasks during a prolonged period, patients tend to lose interest in these tasks. This causes a decrease in compliance due to decreased motivation of completing a given task. Virtual reality rehab is advantageous in such a way that it challenges and motivates the patient to do more. With simple things like high scores, in-game awards, and ranks, not only are patients motivated to do their daily therapies, they are having fun doing it.[111] Not only is this advantageous to the patients, it is advantageous to the physical therapist. With these high scores, and data the game or application collects, therapists can analyze the data to see progression. This progression can be charted and visually shown to the patient for increased motivation on their performance and the progression they have made thus far in their therapies. This data can then be charted with other participants doing similar tasks and can show how they compare to people with similar therapy regimens. This charted data in the program or game can then be used by researchers and scientists alike for further evaluation of optimal therapy regimens. A recent study done in 2016 where a VR based virtual simulation of a city named Reh@City was made. This city in virtual reality evoked memory, attention, visuo-spatial abilities and executive functions tasks are integrated in the performance of several daily routines. This study looked at Activities of Daily Living in post stroke patients and found it to have more of an impact than conventional methods in the recovery process.[112]

Regulatory Approvals and Standards

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The introduction of Virtual Reality Therapy (VRT) into the healthcare sector has prompted the need for regulatory standards and approvals to ensure the safety and efficacy of this technology. VRT has been recognized for its potential in providing therapeutic benefits across various medical conditions, including pain management, anxiety, rehabilitation, and mental health challenges. The regulatory landscape for VRT is evolving, with guidelines aiming to categorize these solutions under the medical devices framework, ensuring they meet the required safety, quality, and performance standards.

In the United States, VRT solutions are considered medical devices, subject to categorization and regulatory approval by the Food and Drug Administration (FDA). The classification of a VR solution as a medical device hinges on its intended use in diagnosis, treatment, cure, mitigation, or prevention of disease.[113] The FDA categorizes medical devices into Class I, Class II, and Class III, based on their intended use and associated risks. VR solutions typically fall into Class II, requiring a pre-market notification or 510(k) clearance, demonstrating that the device is as safe and effective as a legally marketed device not subject to premarket approval.

The FDA's approach towards VRT emphasizes the importance of device categorization, application procedures, and adherence to established regulatory controls. For instance, the EaseVRx system by AppliedVR received FDA approval through the De Novo premarket review pathway, highlighting the role of regulatory controls in classifying VRT solutions and ensuring their safety and efficacy.[113]

Furthermore, the Federal Register highlighted the classification of a Virtual Reality Behavioral Therapy Device for Pain Relief into class II with special controls. This classification necessitates compliance with specific controls, including clinical performance testing and biocompatibility evaluation, to mitigate associated risks and protect patient safety.[114]

As VRT continues to evolve, regulatory bodies like the FDA will remain instrumental in guiding the development and deployment of these technologies.

Concerns

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There are a few ethical concerns concerning the use and development of using virtual reality simulation for helping clients/patients with mental health issues. One example of these concerns is the potential side effects and aftereffects of virtual reality exposure. Some of these side effects and aftereffects could include cybersickness (a type of motion sickness caused by the virtual reality experience), perceptual-motor disturbances, flashbacks, and generally lowered arousal (Rizzo, Schultheis, & Rothbaum, 2003). If severe and widespread enough, these effects should be mitigated via various methods by those therapists using virtual reality.

Another ethical concern is how clinicians should receive VRT certification. Due to the relative newness of virtual reality as a whole, there may not be many clinicians who have experience with the nuances of virtual reality exposure or VR programs' intended roles in therapy. According to Rizzo et al. (2003), virtual reality technology should only be used as a tool for qualified clinicians instead of being used to further one's practice or garner an attraction for new clients/patients.

Some traditional concerns with virtual reality therapy is the cost. Since virtual reality in the field of science and medicine is so primitive and new, the costs of virtual reality equipment would be a lot higher than some of the traditional methods. With medical costs growing at an exponential level this would be another cost that is added to the growing list of medical bills for a patient's recovery process. Regardless of the benefits with virtual reality rehab, the costs of the equipment and the resources for a virtual reality setup would make it difficult for it to be mainstream and available to all patients including the indigent population. However, a new market of lower cost virtual reality hardware is emerging, specifically with improved head-mounted displays.[115]

In addition there are some issues which are related to virtual reality that can arise from its use such as social isolation where the users can become detached from real-world social connections and the overestimation of a person's abilities where users – especially the young[116] – often fail to distinguish between their feats in real life and virtual reality.[117]

References

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Further reading

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Virtual reality therapy (VRT), also known as virtual reality exposure therapy (VRET), is an innovative psychotherapeutic approach that employs immersive virtual environments generated by computer technology—typically via head-mounted displays and interactive interfaces—to simulate real-world scenarios for the treatment of mental health disorders, most notably anxiety-related conditions through controlled exposure. This method allows clinicians to deliver tailored sensory stimuli in a safe, customizable setting, enabling patients to confront fears or stressors without real-life risks, while monitoring physiological responses like heart rate in real time. Originating in the 1990s, VRT has evolved from early applications in phobia treatment to broader uses in cognitive behavioral therapy, leveraging advancements in affordable hardware to enhance accessibility. The historical development of VRT traces back to foundational VR technologies in the mid-20th century, such as the 1957 simulator, but its therapeutic application began in earnest in 1995 with studies on (fear of heights) by researchers like Barbara Olasov Rothbaum, demonstrating VR's potential to elicit genuine anxiety responses comparable to exposure. By the early 2000s, randomized controlled trials, such as Wiederhold's 2002 study on , showed significant reductions in physiological reactions and symptoms, establishing VRT's efficacy as equivalent to traditional exposure therapies with sustained benefits up to three years post-treatment. Meta-analyses since 2017 have reviewed over 150 studies, confirming large effect sizes for anxiety disorders, including specific phobias, PTSD, and , often augmented by pharmacological aids like D-cycloserine for enhanced outcomes. Key applications of VRT span a range of psychiatric conditions beyond anxiety, including PTSD—where immersive scenarios recreate trauma for desensitization—eating disorders through distortion simulations, addiction recovery via cue exposure (e.g., a 2022 pilot study achieving 86% abstinence rates at 30 days), and even for management, as evidenced by a 2024 trial reducing symptom severity. In mood disorders, a 2024 Stanford trial reported mood improvements in participants using VR for emotional regulation training, while emerging uses include autism spectrum disorder for social skills practice and distraction. These applications benefit from VR's , providing personalized, engaging experiences that traditional office-based therapies cannot match, with real-time data collection improving assessment accuracy. Despite its promise, VRT faces challenges such as high initial costs (though entry-level devices like the Meta Quest 3S now cost around $300 as of 2025), the need for clinician training to bridge technical and therapeutic gaps, and ethical considerations around privacy and potential cybersickness. Ongoing research emphasizes the importance of rigorous, large-scale trials to address methodological limitations in earlier studies, like small sample sizes. As of 2025, innovations like home-based VR systems and integrations with are expanding its reach, positioning VRT as a transformative tool in preventive care and professional training, such as for medical students simulating patient interactions.

Introduction

Definition and Overview

Virtual reality therapy, also known as exposure therapy (VRET), is a therapeutic approach that utilizes computer-generated, interactive three-dimensional environments to deliver clinical interventions for various conditions. These environments are typically accessed through head-mounted displays (HMDs) that provide users with a sense of presence, allowing them to interact with simulated scenarios in a controlled manner. This modality enables therapists to experiences that promote behavioral change, emotional , and skill acquisition without the risks associated with real-world exposure. In VR therapy, patients are immersed in simulations of real-world or abstract situations designed to engage multiple sensory modalities, including visual, auditory, and sometimes haptic feedback, thereby facilitating cognitive and emotional involvement. This distinguishes it from non-immersive digital tools, such as two-dimensional videos or desktop applications, which offer limited sensory integration and a weaker sense of embodiment, often resulting in reduced therapeutic efficacy for conditions requiring high levels of presence. By replicating environments with high fidelity, VR therapy supports gradual exposure and desensitization, enhancing patient engagement and outcomes in clinical settings. The term "" was coined in 1989 by computer scientist to describe interactive digital simulations that mimic physical presence. Key terminology includes "immersive VR," which denotes systems using HMDs and multi-sensory inputs for deep experiential involvement, in contrast to "non-immersive VR," which relies on conventional screens and basic interactions for shallower engagement. VR therapy's scope spans treatments for anxiety and phobias, physical and neurological rehabilitation to improve motor skills, and pain management through distraction and techniques, with a 2024 analyzing 721 studies focused on applications alone.

Core Principles

Virtual reality (VR) therapy relies on several foundational principles that enable its therapeutic efficacy. Central to this approach is the concept of presence, defined as the perceptual illusion of being physically located in the rather than the real world, which enhances engagement and emotional immersion during treatment. Complementing presence is embodiment, the user's sense of ownership and agency over a virtual body or avatar, which fosters identification and influences behavioral responses by simulating real-body interactions. Sensory integration further strengthens these effects by combining multisensory cues—such as visual displays, auditory feedback, and haptic sensations—to create a cohesive and realistic experience that mimics natural perceptual processes. From a neuroscientific perspective, VR therapy modulates key brain regions to facilitate therapeutic change. In exposure-based interventions, VR activates the to simulate fear responses while promoting extinction through repeated, controlled encounters, thereby reducing hyperactive threat processing over time. Simultaneously, engagement with VR scenarios influences the , supporting by enhancing inhibitory control and emotional regulation in areas like the . These neural adaptations underpin VR's ability to alter maladaptive patterns, such as those in anxiety disorders, by leveraging the brain's plasticity in response to immersive stimuli. VR therapy integrates seamlessly with established psychological frameworks to amplify its impact. It augments (CBT) by providing interactive environments for practicing coping strategies, allowing patients to confront and reframe distorted thoughts in simulated contexts. In , VR delivers graduated, customizable confrontations with feared stimuli, enabling without real-world risks. elements within VR further enhance self-regulation by visualizing physiological data, such as , in real-time to guide relaxation and arousal control during sessions. A key strength of VR therapy lies in its customization, where adaptive scenarios adjust dynamically to individual patient needs through real-time monitoring of physiological and behavioral responses. This personalization tailors virtual environments—such as intensity of stimuli or environmental details—to optimize engagement and therapeutic progress, ensuring interventions remain relevant and effective. For instance, algorithms can modify scenario difficulty based on user feedback, promoting gradual exposure and reducing dropout rates.

Historical Development

Early Pioneering Work

The origins of virtual reality therapy trace back to the , when researchers began adapting technologies—initially developed for training pilots and soldiers—into therapeutic tools for treating phobias and trauma-related disorders. These early efforts focused on , leveraging VR's ability to create controlled, immersive environments that could safely confront patients' fears without real-world risks. Seminal work emerged from collaborations between psychologists and computer scientists, building on VR hardware advancements from the late . A foundational milestone was the 1995 by Max M. North, Sarah M. North, and J. Richard Coble, which demonstrated the efficacy of graded exposure therapy (VRGET) for , or fear of heights. In this pioneering application, a patient underwent sessions using a (HMD) to simulate progressively higher virtual environments, resulting in significant symptom reduction as measured by behavioral avoidance tests and self-reports. This study, one of the earliest to apply VR clinically, highlighted the technology's potential to induce a sense of presence sufficient for therapeutic desensitization. Concurrently, Barbara O. Rothbaum and colleagues at published a on VR exposure for in the same year, demonstrating reduced fear in a single patient through graded virtual height scenarios. These efforts established VR as a viable alternative to traditional exposure, particularly for fears difficult to replicate safely in reality. By the mid-1990s, VR therapy extended to other phobias, such as , with Rothbaum, F. Hodges, and team conducting a 1996 where patients flew virtual commercial flights via HMDs, achieving reduced anxiety scores on standardized scales after just a few sessions. The concept of exposure therapy (VRET), formalized in these works, drew from cognitive-behavioral principles to gradually habituate patients to anxiety triggers in customizable virtual scenarios. Early hardware, including HMDs like the EyePhone developed by in the late 1980s, enabled these applications; VPL's systems, among the first commercially available VR gear, featured basic stereoscopic displays and position tracking but were integral to lab-based experiments. Initial clinical applications for (PTSD) in veterans also emerged in the late 1990s, inspired by military VR simulations. Researchers like Albert "Skip" Rizzo began exploring VR for veterans, with development starting in 1997 and an open trial published in 2001 using immersive scenarios to facilitate exposure to combat memories, funded in part by the U.S. Department of Defense to address treatment gaps in trauma care. These pilots demonstrated preliminary reductions in PTSD symptoms, such as intrusive thoughts, through repeated virtual confrontations, though sample sizes were small. Despite these advances, early adoption faced substantial hurdles. VR systems were prohibitively expensive, often exceeding $6,000 per setup plus ongoing software licensing, confining use to well-funded labs rather than widespread . Accessibility was further limited by the need for specialized technical expertise to operate the , restricting it to settings. Additionally, rudimentary —characterized by low-resolution, cartoonish visuals and frame rates as low as 10 frames per second—posed challenges in achieving full immersion, though they proved adequate for eliciting phobic responses in controlled studies.

Expansion and Modern Era

The 2010s witnessed a boom in virtual reality (VR) therapy research and adoption, driven by the commercialization of affordable head-mounted displays (HMDs). The Oculus Rift prototype, unveiled in 2012 by Palmer Luckey and later developed by Oculus VR, significantly lowered the cost and technical barriers for creating immersive environments, enabling researchers to explore VR applications in exposure therapy for conditions like PTSD and phobias. This accessibility spurred a surge in clinical studies, with VR systems integrated into cognitive behavioral therapy frameworks to simulate real-world scenarios more effectively than traditional methods. Concurrently, the integration of VR with smartphones—exemplified by devices like Google Cardboard introduced in 2014—further democratized the technology, allowing low-cost delivery of therapeutic interventions in settings with limited resources. Entering the 2020s, the accelerated VR therapy's role in remote and applications, addressing disruptions in in-person care by enabling virtual exposure and rehabilitation sessions from patients' homes. A pivotal milestone occurred in when the U.S. (FDA) cleared the YuGo System by Biogaming Ltd., the first VR-based software for physical rehabilitation using , marking regulatory recognition of VR's therapeutic potential. By 2024, multiple meta-analyses affirmed VR's clinical utility in reducing anxiety symptoms, demonstrating moderate to large effect sizes compared to control interventions. From 2023 to 2025, a notable surge emerged in metaverse-based VR platforms for group , leveraging persistent virtual worlds to facilitate social interactions and in treatment. These platforms, such as those developed by PsyTech VR, allowed multiple users to engage in synchronized sessions for conditions like , enhancing accessibility and engagement through avatar-mediated group dynamics. Globally, the expansion included European initiatives like the UK's Oxford VR trials in 2022, which tested automated VR for treating agoraphobic avoidance in patients across multiple NHS sites, showing significant reductions in distress. In , projects such as Japan's Nihon Housou Kyoukai's Project Aliens in the early utilized social VR with alien avatars to combat and depression, demonstrating improvements in resilience among participants. These developments underscored VR 's scalability, with ongoing integrations into diverse healthcare systems worldwide.

Technological Foundations

VR Hardware and Software

Virtual reality therapy relies on specialized hardware components to deliver immersive experiences, with head-mounted displays (HMDs) serving as the primary interface for visual and auditory immersion. Common examples include the (now Meta Quest) series and , which provide high-resolution displays and spatial audio to simulate therapeutic environments effectively. Motion trackers, such as those integrated with systems, enable precise full-body movement capture, allowing therapists to monitor and respond to patient interactions in real time. Haptic gloves, like the SenseGlove or WEART TouchDIVER, add tactile feedback by simulating textures and forces, enhancing sensory engagement during rehabilitation exercises. The evolution of VR hardware for therapy has shifted from wired, tethered systems to wireless configurations, particularly after 2016, improving patient mobility and reducing setup constraints in clinical settings. Early wired HMDs required connections to powerful computers, limiting use in dynamic therapy sessions, whereas post-2016 devices like the introduced standalone processing and wireless tracking via inside-out cameras. This transition has made VR more practical for prolonged therapeutic use, such as , by eliminating cables that could cause discomfort or accidents. Software platforms form the backbone of VR therapy development, with Unity and widely adopted for creating customizable therapeutic environments. These engines support scripting of interactive scenarios, such as gradual exposure to phobic stimuli, and integrate seamlessly with HMD hardware for seamless deployment. Therapeutic-specific tools like WorldViz's Vizard enable rapid scenario building for , allowing non-programmers to design evidence-based VR modules for conditions like PTSD. Accessibility features in VR therapy hardware enhance usability for diverse patient populations, including eye-tracking for gaze-based interactions that reduce physical strain. Integrated eye trackers in devices like the Pro Eye capture pupil movements to enable hands-free , benefiting users with motor impairments. Additionally, integration with biosensors—such as monitors and sensors—provides real-time physiological feedback, allowing therapists to adjust immersion levels dynamically during sessions. Cost trends in VR hardware for therapy have dramatically declined, from over $10,000 for systems in the , including bulky computers and HMDs, to under $500 for consumer-grade devices by 2025. This affordability stems from advancements in and mass production, making tools like the accessible for home-based or small-clinic therapy without sacrificing core functionality.

Immersive Virtual Environments

Immersive virtual environments (IVEs) in virtual reality therapy are simulated digital spaces designed to replicate real-world scenarios, enabling controlled therapeutic interactions. These environments vary in immersion levels to accommodate different therapeutic needs and user tolerances. Fully immersive IVEs, often utilizing 360° simulations via head-mounted displays, provide complete sensory envelopment, allowing users to feel present in the as if it were physical. Semi-immersive IVEs, such as those delivered through desktop VR systems, offer partial engagement without full sensory isolation, making them suitable for initial sessions or users sensitive to high immersion. (AR) hybrids blend virtual elements with the real world, overlaying therapeutic stimuli onto the user's physical surroundings via devices like smart glasses, which facilitates integration of real-life cues for more naturalistic exposure. Design elements of IVEs prioritize therapeutic efficacy through tailored scenarios and sensory richness. Scenario customization is central, often structured around fear hierarchies in , where environments progress from low- to high-intensity stimuli—for instance, starting with an open elevator and advancing to a confined, malfunctioning one to gradually build user resilience. Multi-sensory integration enhances realism and emotional engagement, incorporating audio cues like ambient sounds or verbal instructions, haptic feedback through vibrations simulating touch or movement, and visual details such as interactive objects to mimic daily challenges, like sorting medications in a virtual . These elements ensure environments are adaptable, with therapist controls for real-time adjustments to match individual progress. Safety protocols are integral to IVE design to prevent distress or adverse effects. Graduated exposure levels allow users to advance at a controlled pace, starting with mild scenarios to acclimate and reducing the risk of overwhelming anxiety. Software includes emergency exits, such as instant deactivation commands or virtual "safe zones" accessible via gestures or voice, enabling immediate disengagement if cybersickness or heightened discomfort occurs. Standardization efforts aim to ensure consistency and reliability in therapeutic IVEs. The IEEE and provides guidelines for VR design in clinical contexts, emphasizing , , and ethical considerations to promote safe, evidence-based implementations.

Clinical Applications

Psychological Interventions

exposure therapy (VRET) serves as a primary method in psychological interventions, enabling desensitization to anxiety-provoking stimuli through immersive simulations that mimic real-world scenarios in a controlled manner. Developed as an adaptation of traditional , VRET allows patients to confront fears gradually without the logistical challenges of exposure, such as travel or safety concerns, and has demonstrated comparable efficacy to standard treatments in reducing phobic responses. Seminal work by Rothbaum et al. established VRET's potential by showing significant fear reduction in participants with aviophobia after virtual flight simulations, with effects maintained at six-month follow-up. Complementing VRET, virtual reality-assisted (VR-CBT) focuses on thought restructuring by integrating immersive environments with cognitive techniques to challenge maladaptive beliefs and behaviors. In VR-CBT, patients engage in scenarios that facilitate behavioral experiments, such as social interactions, to reframe negative cognitions, enhancing the application of CBT principles in a dynamic, personalized setting. A by Meyerbröker and Emmelkamp highlights how VR augments CBT by providing repeatable, customizable exposures that improve engagement and outcomes in anxiety management. Typical VRET and VR-CBT sessions last 30 to , involving therapist guidance to calibrate exposure intensity and debrief experiences, often structured across 8 to 12 weekly meetings for progressive . is tracked using tools like the Subjective Units of Distress Scale (SUDS) to monitor anxiety levels during immersion and the Presence Questionnaire to assess the sense of realism in virtual environments, enabling adjustments to optimize therapeutic impact. These interventions target mechanisms such as reducing avoidance behaviors by promoting through repeated, controlled immersion, which fosters emotional processing and diminishes responses over time. By simulating safe yet vivid encounters, VR helps extinguish conditioned anxiety without real-world risks, aligning with learning principles in behavioral . Integration with traditional therapy occurs via hybrid models, where VR sessions are combined with talk to address emotional insights and reinforce coping strategies, enhancing overall treatment adherence and versatility.

Physical and Neurological Rehabilitation

(VR) therapy plays a significant role in physical and neurological rehabilitation by providing immersive, interactive environments that facilitate recovery and following neurological impairments such as . These environments enable patients to engage in simulated real-world activities that target deficits in coordination, strength, and mobility, promoting functional restoration through controlled, repeatable exercises. Key techniques in VR-based physical rehabilitation include gamified exercises designed to enhance balance and mobility. These exercises often involve virtual scenarios, such as navigating obstacle courses or playing interactive games that require weight shifting and stepping motions, which encourage active participation and sustained engagement. Systematic reviews have demonstrated that such gamified VR interventions lead to substantial improvements in balance and parameters among patients with neurological conditions. Another prominent technique is simulation using VR, which creates virtual representations of the affected limb to retrain motor patterns and alleviate sensations associated with after . In these simulations, patients view and control a mirrored virtual limb performing movements, fostering and reducing maladaptive pain signals. Studies indicate that VR effectively decreases pain intensity following multiple sessions, comparable to traditional mirror methods. From a neurological perspective, VR therapy promotes neuroplasticity by delivering repetitive, task-oriented virtual tasks that stimulate rewiring of neural circuits. These tasks, such as reaching or grasping in immersive settings, activate sensorimotor areas of the brain, enhancing synaptic plasticity and functional reorganization in damaged regions. Research highlights VR's capacity to induce these changes even in chronic phases of neurological injury, supporting long-term motor recovery. Rehabilitation protocols often incorporate home-based VR programs to extend therapy access and adherence. A typical regimen consists of 20-30 sessions, each lasting 20-45 minutes, conducted 3-5 times per week over 4-8 weeks, with remote oversight via integrated progress tracking. These protocols emphasize progressive difficulty levels tailored to individual capabilities, ensuring safe, unsupervised practice at home. VR systems further support rehabilitation through built-in analytics that enable precise tracking of movement metrics. For instance, integrated with VR headsets and controllers quantifies parameters like stride length and , while joint angle sensors assess in real-time during exercises. This data-driven approach allows for objective evaluation of progress and adjustment of therapeutic interventions.

Pain Management and Procedural Support

Virtual reality (VR) therapy has emerged as a for by leveraging immersive environments to distract patients from nociceptive stimuli, thereby modulating perception through the of . This theory posits that non-painful sensory inputs, such as those provided by engaging VR experiences, can close the "gate" in the , inhibiting the transmission of pain signals to the . Immersive games and simulations within VR systems activate attentional resources, reducing the subjective intensity of during acute episodes. In procedural support, VR facilitates anxiety reduction and pain alleviation prior to and during medical interventions by simulating calming or preparatory scenarios. For instance, VR applications have been used to prepare patients for dental procedures and MRI scans, where short immersive sessions decrease anticipatory anxiety and procedural discomfort through guided visualizations of the process. These interventions promote relaxation, lowering perceived pain scores in settings like and . VR applications differ between acute and chronic pain contexts, with protocols tailored to session duration and frequency. For acute pain, such as during injections or dressings, brief 10-20 minute VR sessions provide immediate distraction, significantly reducing pain ratings compared to standard care. In chronic conditions like , longer, repeated VR exposures—often integrated into —yield sustained reductions in pain intensity and associated over weeks. Physiologically, VR engagement during pain management lowers stress markers, including salivary cortisol levels, as observed in pediatric patients undergoing wound care. This distraction-induced immersion also correlates with decreased heart rate and blood pressure, enhancing overall tolerability of painful stimuli without serious adverse effects.

Specific Therapeutic Targets

Anxiety Disorders and Phobias

Virtual reality exposure therapy (VRET) has emerged as a targeted intervention for anxiety disorders and phobias, enabling controlled immersion in fear-evoking scenarios to facilitate desensitization. Common targets include , where patients navigate virtual heights such as skyscrapers or bridges; , involving simulated crowds or situations; and PTSD-related fears, addressed through tailored environments that recreate specific triggers without real-world risks. These applications leverage immersive 3D environments to activate the response in a safe, repeatable manner, promoting and cognitive reappraisal. Therapeutic protocols typically follow a hierarchical exposure model, progressing from mild stimuli—such as viewing a distant or a small group—to more intense confrontations, like standing at a virtual edge or addressing a large . This graded approach, often spanning 8-12 sessions of 15-45 minutes each, aligns with cognitive-behavioral principles to build tolerance and reduce avoidance behaviors. Therapists guide the process in real-time, adjusting immersion levels based on feedback to ensure emotional and . A unique adaptation in VRET for these conditions involves integrating , particularly heart rate monitoring, to provide real-time physiological data during exposure. Devices track to gauge levels, allowing dynamic adjustments to scenarios—such as pausing immersion if rates exceed thresholds—and enhancing patient self-regulation through visual or auditory cues in the virtual space. This multimodal feedback has been shown to amplify anxiety reduction by linking somatic responses to behavioral strategies. Clinical outcomes demonstrate robust effectiveness, with meta-analyses reporting success rates of 66-90% in phobia remission or significant symptom reduction, particularly for and . For instance, VRET yields moderate to large effect sizes (Hedges' g = 0.48-0.95) compared to waitlist controls or conventional therapies, with sustained benefits at follow-ups up to 6 years. These results underscore VRET's role as a viable alternative to exposure, especially for treatment-resistant cases.

Trauma and PTSD

Virtual reality (VR) therapy has emerged as a promising intervention for treating trauma and (PTSD) by facilitating prolonged exposure to traumatic memories in controlled, immersive environments. This approach allows individuals to confront and process trauma-related stimuli without real-world risks, promoting and emotional processing. Unlike traditional imaginal exposure, VR enhances engagement through multisensory simulations that recreate personalized trauma scenarios, leading to significant symptom reductions in clinical settings. A core method in VR therapy for PTSD involves prolonged exposure within recreated trauma environments, such as combat simulations for veterans, where users gradually confront triggers like sounds of gunfire or scenes. These simulations enable by titrating exposure intensity, helping patients re-experience and reframe traumatic events. For instance, the BRAVEMIND software, developed by the Institute for Creative Technologies in the 2010s, provides customizable virtual worlds tailored to and veterans' experiences, resulting in meaningful PTSD symptom reductions across multiple trials. Primary targets for VR PTSD therapy include and assault survivors, with adaptations for specific trauma types like . In these cases, VR environments simulate interpersonal violence or scenarios to address avoidance and hyperarousal symptoms. Protocols typically span 8-12 sessions, each lasting 90-120 minutes, incorporating narrative integration where patients verbally recount traumas during immersion to consolidate memory processing while avoiding real-world triggers. Recent advancements as of 2025 incorporate platforms for group sessions, enabling shared exposure among participants in avatar-based virtual spaces for collective processing and . This fosters a in trauma recovery, with controlled environments reducing isolation common in PTSD.

Neurodevelopmental and Psychiatric Conditions

Virtual reality (VR) therapy has emerged as a promising intervention for neurodevelopmental conditions such as autism spectrum disorder (ASD) and attention-deficit/hyperactivity disorder (ADHD), particularly in enhancing social and attentional skills. In ASD, VR facilitates social skills training through interactive avatar-based scenarios that simulate real-world social interactions, allowing users to practice recognizing emotions, maintaining eye contact, and engaging in conversations in a controlled, low-risk environment. A 2025 systematic review of 14 studies found that VR interventions significantly improve social skills in children and adolescents with ASD, with greater benefits observed in high-functioning cases using immersive setups. For ADHD, VR-based attention exercises in virtual classrooms help sustain focus and reduce impulsivity by incorporating gamified tasks that mimic educational settings, leading to large effect sizes in attentional vigilance and correct response rates across meta-analyzed trials involving 125 participants. These applications leverage VR's ability to provide immediate feedback and customizable difficulty levels to accommodate varying cognitive needs. In psychiatric conditions like and depression, VR environments support reality testing and mood regulation by immersing users in scenarios that challenge distorted perceptions or foster positive emotional experiences. For , VR aids in functioning through cognitive and social training modules that simulate everyday situations, helping individuals with differentiate between real and perceived threats; a 2023 of 23 studies confirmed VR's efficacy in augmenting standard treatments for symptom management and enhancement. In depression, VR promotes mood improvement via exposure to uplifting virtual experiences, such as serene landscapes or achievement-based interactions, with a 2025 evidence map of 27 meta-analyses reporting positive effects on depressive symptoms in 75.8% of outcomes, particularly in chronic illness contexts. These interventions often integrate with cognitive-behavioral techniques to reinforce adaptive coping. Adaptations in VR design are crucial for these populations to minimize , including simplified interfaces with reduced sensory stimuli, non-immersive options to avoid , and adjustable complexity levels tailored to individual functioning. For instance, non-immersive VR has shown promise in basic skill training for lower-functioning ASD individuals by offering flexibility and lower overload risks. Recent studies, including a 2020 VR investigation, have explored applications for (BDD) within psychiatric frameworks, demonstrating heightened threat interpretation biases in immersive interpersonal scenarios and suggesting VR's potential for targeted modification. Unique protocols, such as multi-session social simulations, are common; one program for high-functioning ASD involved 10 sessions over five weeks focused on and building, yielding significant gains in social cognition measures.

Chronic Pain and Physical Disabilities

Virtual reality (VR) therapy has emerged as a promising intervention for managing conditions such as , where it employs distraction techniques to alleviate symptoms. In a 2025 pilot involving women with , immersive VR combined with led to a 50.97% reduction in pain intensity scores on the Visual Analog Scale after five sessions, alongside a 39.73% improvement in fibromyalgia impact as measured by the Fibromyalgia Impact Questionnaire. Similarly, VR simulations facilitate pain reduction during wound care procedures associated with chronic conditions, with a 2024 meta-analysis of 21 demonstrating a significant decrease in worst pain intensity (standardized mean difference of -1.27) and time spent thinking about pain during such interventions. For physical disabilities, VR supports rehabilitation in conditions like and through targeted and fine motor exercises. In chronic patients, a 2025 randomized controlled trial of VR-based treadmill reported improvements in functional mobility, including a 19.79-meter increase in six-minute walk test distance and a 4.33-point gain on the , indicating enhanced walking endurance and stability. A 2025 of VR therapies for lower limb recovery post- further confirmed significant mobility gains, such as a 1.67-second reduction in time across 24 trials. In , VR yields comparable benefits; a 2025 dose-response showed a 3.63-point improvement in scores and a 17.64-meter gain in six-minute walk test distance, with optimal protocols involving 21-40 minutes per session over 4-7 weeks. These 2024-2025 trials collectively demonstrate 20-30% relative improvements in key mobility metrics, such as walking distance and balance, compared to conventional therapy baselines. Typical VR protocols for these applications involve daily or near-daily sessions of 15-20 minutes, incorporating elements like progress tracking and virtual rewards to enhance patient engagement and adherence. For instance, gamified VR environments in physical rehabilitation adjust difficulty levels in real-time, promoting sustained motor practice while minimizing . Additionally, VR extends to cardiovascular rehabilitation for physical disabilities, where virtual walking simulations improve endurance; a 2024 and found VR interventions increased exercise capacity by an average of 48.41 meters on walk tests in cardiac patients, fostering greater participation through immersive, motivating scenarios.

Efficacy and Evidence

Clinical Trials and Meta-Analyses

Clinical trials and meta-analyses have demonstrated substantial evidence supporting the efficacy of virtual reality (VR) therapy, particularly in exposure-based interventions for anxiety-related conditions. A seminal meta-analysis of 21 studies involving 300 participants across various anxiety disorders, including phobias and PTSD, reported large effect sizes (Cohen's d ranging from 0.87 for PTSD to 1.75 for aviophobia), based on randomized and non-randomized trials using standardized anxiety assessments. More recent analyses have reinforced these findings; for instance, a 2025 meta-analysis of 33 randomized controlled trials (RCTs) with 3,182 participants showed VR therapy significantly reduced anxiety symptoms compared to conventional interventions, with a large standardized mean difference (SMD = -0.95, 95% CI [-1.22, -0.69]). Key trials have employed rigorous methodologies, such as RCTs with sample sizes typically ranging from 50 to 500 participants, to evaluate VR's impact. Outcome measures often include validated scales like the Subjective Units of Distress Scale (SUDS) for real-time anxiety levels during exposure, alongside broader tools such as the (LSAS) or (HAMA). A 2025 RCT protocol comparing VR-assisted (CBT) to for performance anxiety in students highlights this approach, anticipating rapid symptom reduction in the VR group through immersive exposure, though full results were pending as of late 2025. Aggregated evidence from meta-analyses indicates high efficacy for phobias and PTSD, with effect sizes consistently in the 0.8-1.2 range, reflecting symptom reduction. For depression, a 2023 meta-analysis of VR-based interventions in patients found moderate effects on depressive symptoms compared to controls, underscoring VR's potential as an adjunctive tool but with less robust outcomes than for anxiety disorders. These studies primarily focus on short-term outcomes, with limited long-term follow-up data available prior to 2025; however, a 2025 review of trials noted sustained benefits up to 12 months in some cohorts, representing a key area for future research.

Comparative Effectiveness

Virtual reality (VR) exposure therapy demonstrates comparable efficacy to traditional imaginal exposure in alleviating symptoms of anxiety disorders and phobias, often with the advantage of more controlled and repeatable sessions that can reduce overall treatment time. For instance, in treating , VR exposure has shown no significant differences in symptom reduction compared to imaginal methods, but participants reported greater realism and ease in engaging with the , potentially allowing for shorter individual sessions without compromising outcomes. In youth populations, VR therapy fosters higher engagement than conventional approaches, as its immersive and interactive nature aligns with digital-native preferences, leading to improved adherence and participation in therapeutic exercises for conditions like anxiety and ADHD. A 2023 review highlighted VR's role in providing safe, engaging interventions that enhance motivation among adolescents, outperforming traditional talk-based methods in sustaining attention during sessions. Compared to alternative non-immersive tools like 2D video or , VR therapy offers superior immersion, resulting in heightened sense of presence and emotional engagement, particularly for ADHD management. A 2025 randomized trial on VR-based interventions for children with ADHD found that VR delivery improved emotional regulation and core symptoms more effectively than 2D counterparts, attributing gains to deeper immersion that traditional screens lack. VR exposure provides greater safety by enabling controlled, risk-free scenarios without real-world hazards. VR therapy exhibits cost-benefit advantages over traditional treatments through dropout rates around 16%, comparable to or slightly lower than the approximately 20% in traditional exposure therapies, due to its engaging format and reduced patient burden. Post-2020 advancements in affordable VR hardware have further enhanced , allowing remote delivery and broader implementation in clinical settings. However, comparative research for chronic pain remains limited, with few head-to-head trials directly pitting VR against established pharmacological or physical therapies, hindering definitive conclusions on relative effectiveness in this domain.

Ongoing Developments

Research Initiatives

One prominent initiative in the United States is the BRAVEMIND project, developed by the University of Southern California's Institute for Creative Technologies in collaboration with the U.S. Department of , which utilizes to treat (PTSD) among veterans. The program remains ongoing as of 2025, with recent updates including expanded content for scenarios to enhance therapeutic relevance based on and feedback. In , the VR-AT project, funded by EIT Health—a initiative—focuses on interventions for auditory hallucinations in , running from 2022 through 2025 to provide immersive avatar-based that allows patients to confront and interact with hallucinated voices under therapist guidance. This effort builds on priorities for innovative treatments, emphasizing accessible digital tools for severe psychiatric conditions. Recent 2024-2025 initiatives include NIH-funded trials exploring applications in , such as a $450,000 grant to for VR-based training programs aimed at supporting parents of children with autism spectrum disorder, addressing social and behavioral challenges through immersive simulations. Additionally, the has supported broader collaborations that incorporate virtual reality for equitable access in low-resource settings, aligning with global strategies to integrate immersive technologies into frameworks. Current research emphasizes AI-personalized VR systems, where artificial intelligence algorithms adapt immersive environments in real-time to individual patient responses, as demonstrated in studies evaluating AI-enhanced VR for psychological counseling and management. Longitudinal studies are also investigating VR's role in promoting , with evidence from chronic-phase rehabilitation trials showing sustained brain changes through repeated immersive cognitive training.

Commercial Products and Providers

The commercial landscape for virtual reality (VR) therapy has expanded significantly, with the market surpassing $1 billion in value by 2025, driven by increasing adoption in and rehabilitation applications. This growth reflects a shift toward accessible, home-based therapeutic tools, supported by regulatory clearances and integrations with broader healthcare systems. AppliedVR, a U.S.-based provider, specializes in VR applications for management and anxiety-related conditions, including exposure scenarios. Its flagship product, RelieVRx (formerly EaseVRx), received FDA De Novo authorization in November 2021 as a Class II for adjunctive treatment of chronic lower back pain in adults, with updates including expanded clinical validations and rebranding in 2022. RealizedCare, formed in 2023 from the merger of BehaVR (U.S. and ) and Health following BehaVR's 2022 merger with Oxford VR, provided a leading platform for behavioral health focusing on VR experiences targeting anxiety disorders and (PTSD). In February 2025, RealizedCare was acquired by XRHealth, further expanding clinician-guided VR modules that simulate controlled environments for emotional regulation and trauma processing, distributed through partnerships with healthcare providers. Floreo, a U.S. company, provides VR therapy tailored for neurodevelopmental conditions such as autism spectrum disorder, emphasizing social and communication skill-building through interactive, repeatable virtual scenarios. The platform supports delivery, allowing therapists and families to facilitate sessions remotely using compatible headsets like Meta Quest devices, and holds FDA Breakthrough Device Designation for its autism-focused applications. In rehabilitation, XRHealth, with operations in Israel and the U.S., offers VR solutions for physical and occupational therapy, including post-stroke recovery and balance training programs. Following its 2023 merger with Amelia Virtual Care, a Spain-based developer of VR tools for depression and anxiety, XRHealth expanded its portfolio to include mental health modules like immersive cognitive behavioral sessions for mood disorders. The integrated platform features the XR CareCart, a mobile VR station for clinical settings, and supports remote monitoring for home-based rehab. In February 2025, XRHealth acquired RealizedCare, enhancing its behavioral health and chronic pain offerings. PsyTechVR, based in the U.S. with European operations including , delivers a comprehensive VR platform for conditions, encompassing over 100 modules for anxiety, PTSD, and via and relaxation environments. It employs subscription-based access at $120 per month after a trial period, alongside integration for real-time clinician oversight and during sessions. Key innovations in the sector include subscription models that enable ongoing access to evolving VR libraries, as seen in PsyTechVR's offerings, and seamless integrations that allow remote session control and tracking across providers like Floreo and XRHealth. These features facilitate scalable delivery, aligning with the broader VR healthcare market projected at $5.15 billion in 2025.

Advantages and Challenges

Benefits Over Traditional Methods

Virtual reality (VR) therapy offers significant safety advantages over traditional exposure-based treatments by providing risk-free environments where patients can confront fears without real-world dangers. Unlike exposure, which may involve actual hazardous situations such as heights or social confrontations, VR simulates these scenarios in a controlled virtual space, allowing therapists to pause, adjust, or terminate sessions instantly to prevent distress escalation. This controllability extends to customizable intensity, where scenarios can be tailored to individual tolerance levels through dynamic adjustments based on real-time physiological feedback, enhancing therapeutic precision without physical risks. VR therapy promotes higher patient engagement compared to conventional methods, primarily through gamification elements that boost and adherence. Studies indicate that incorporating game-like features, such as rewards and interactive challenges, leads to improved treatment completion rates and reduced dropout, with patients reporting greater than traditional talk therapy or imaginal exposure. For instance, gamified VR interventions have demonstrated levels that sustain long-term participation, addressing common barriers like boredom in standard protocols. Accessibility has been enhanced by VR's capacity for remote delivery, particularly accelerated post-2020 amid the , minimizing the need for in-person clinic visits and enabling therapy in patients' homes. This telehealth integration reduces logistical burdens for those in rural or underserved areas, while long-term cost savings arise from decreased travel expenses and scalable virtual sessions that lower overall healthcare resource demands compared to facility-based treatments. Compared to imaginal or video-based exposure (IVE), full immersive VR delivers superior presence through multi-sensory engagement, with immersion scores often 20-30% higher due to head-tracked visuals and spatial audio that foster a stronger sense of "being there." This heightened realism amplifies emotional processing without the limitations of less immersive formats, leading to more effective habituation in anxiety treatments.

Limitations and Concerns

One prominent technical limitation of virtual reality (VR) therapy is cybersickness, a form of induced by immersion in virtual environments, which can affect 22–80% of users with symptoms including , disorientation, and headaches. This issue arises from sensory conflicts between visual cues and vestibular inputs, potentially limiting session duration and efficacy, particularly for prolonged exposures. Additionally, hardware accessibility poses challenges for elderly and disabled patients, as standard VR headsets often require fine motor skills, stable posture, and that may be impaired in these populations, exacerbating usability barriers. Adaptive interfaces, such as simplified controls or seated setups, are emerging but remain inconsistently implemented. Ethical concerns in VR therapy include significant risks to data privacy during virtual sessions, where biometric data like , , and behavioral patterns are collected, potentially exposing sensitive health information to breaches or misuse without robust safeguards. Regulatory frameworks like the GDPR highlight the inadequacy of traditional text-based for such immersive data capture, necessitating immersive or alternative consent mechanisms. Another ethical issue is the potential for over-reliance on , where patients may develop dependence on VR simulations, diminishing engagement with real-world interpersonal interactions and human-led therapeutic elements. This over-reliance could undermine long-term skill generalization, as therapists must balance VR's appeal with maintaining the human connection central to traditional . Equity challenges further constrain VR therapy's reach, primarily through the digital divide that restricts access in low-income areas, where lack of reliable , devices, and hinders participation. High initial costs for VR hardware and software, with consumer headsets around $300–$500 and professional therapeutic systems exceeding $1,500 as of 2025, compound this issue, making the therapy unaffordable for underserved communities and perpetuating disparities in care. These barriers disproportionately impact marginalized groups, limiting VR's potential to address broader health inequities. As of , emerging concerns include risks of in extended VR therapy environments, where immersive experiences can foster compulsive usage, leading to , disrupted daily functioning, and heightened anxiety upon disengagement. Studies indicate that such platforms may amplify addictive behaviors through dopamine-driven rewards, particularly in applications blending therapy with social virtual worlds. Compounding this is the lack of in VR therapy protocols, including inconsistent hardware compatibility, content validation, and reporting, which impedes safe, reproducible clinical implementation. Without unified guidelines, variability in outcomes persists, challenging widespread adoption.

Regulatory Framework

Approvals and Standards

Virtual reality (VR) therapy devices are regulated as medical devices in major jurisdictions, often classified based on risk levels to ensure safety and efficacy. In the United States, the (FDA) has cleared several VR systems as Class II medical devices, which require special controls but not premarket approval. A notable example is EaseVRx by AppliedVR, cleared via the De Novo pathway in November 2021 for adjunctive treatment of chronic lower in adults aged 18 and older using principles of (CBT). This clearance marked the first FDA authorization for a VR-based prescription therapeutic for , with a subsequent 510(k) clearance in December 2024 for an updated version. While VR exposure therapy has been researched and deployed for (PTSD) since around 2016 through programs like the U.S. Department of Veterans Affairs' BraveMind system, no standalone VR device has received specific FDA clearance for PTSD treatment to date; instead, such applications often fall under general software as a medical device (SaMD) guidelines or are used off-label within clinical protocols. In the European Union, VR therapy devices must obtain CE marking under the Medical Device Regulation (MDR 2017/745) to demonstrate conformity with essential health and safety requirements. For instance, HypnoVR, a VR-based hypnosis system for managing pain, stress, and anxiety, received Class I CE marking in September 2018, allowing its distribution across EU member states for non-invasive therapeutic use. Similarly, Oncomfort's Digital Sedation VR platform, acquired by HypnoVR in 2023, holds CE marking since June 2018 for procedural sedation and anxiety reduction during medical interventions. These markings involve notified body assessments for higher-risk classes, ensuring clinical evaluation and post-market surveillance. Standards for developing and manufacturing medical VR software emphasize and . :2016, the international standard for quality management systems in medical devices, is widely adopted by VR therapy providers to ensure consistent processes for design, production, and risk management. Companies like HypnoVR and RadiusXR achieved certification in 2021 and 2024, respectively, facilitating compliance with regulatory pathways in the U.S., EU, and beyond. Additionally, the (APA) supports the integration of digital tools like VR in through its 2013 Guidelines for the Practice of Telepsychology (revised in 2024), which address competencies for technology-assisted interventions, though no VR-specific guidelines were issued in 2023; APA publications highlight VR's role in evidence-based treatments for anxiety and PTSD. Global regulatory variances include data privacy requirements critical for VR therapies that collect biometric or behavioral data. In the U.S., HIPAA mandates secure handling of () in VR sessions, requiring business associate agreements and for platforms like tele-VR therapy. In , the General Data Protection Regulation (GDPR) governs processing, classifying as sensitive and necessitating explicit consent, data minimization, and impact assessments for VR applications. These frameworks ensure patient confidentiality amid immersive data capture. As of 2025, the World Health Organization's Global Strategy on 2020-2027 (extended in May 2025) provides a framework for , including VR, emphasizing ethical deployment, equity, and integration into national health systems to support interventions worldwide. This strategy guides member states in regulating software-based therapies while promoting evidence-based validation and accessibility.

Ethical Considerations

One key ethical issue in virtual reality (VR) therapy is obtaining , which requires therapists to clearly explain the procedure's purpose, potential benefits, and risks, including psychological effects such as dissociation or depersonalization induced by immersive environments. Patients must be informed about their right to withdraw at any time, using accessible language to ensure comprehension, particularly for vulnerable individuals who may experience heightened susceptibility to distress in simulated scenarios. The American Psychological Association's ethical guidelines underscore the need for collaborative consent processes to address these vulnerabilities, emphasizing ongoing monitoring during sessions to detect adverse reactions like or emotional overload. Equity and inclusion present additional moral challenges, as biases in virtual scenarios can perpetuate cultural stereotypes if environments lack diverse representations, potentially alienating users from underrepresented groups and undermining therapeutic efficacy. For instance, avatars and narratives that fail to reflect varied ethnic or socioeconomic backgrounds may reinforce implicit biases, necessitating culturally sensitive design to promote inclusivity. Access disparities further exacerbate inequities, with underserved populations in rural or low-income areas often lacking the hardware or broadband required for VR therapy, highlighting the need for policies to bridge the digital divide and ensure equitable distribution of this technology. Long-term effects of VR therapy raise concerns about potential alterations in reality perception, where prolonged immersion might distort users' sense of self or environment, particularly for those with pre-existing conditions like , leading to risks of or social withdrawal. Empirical studies remain limited, underscoring the ethical imperative for more longitudinal research to evaluate sustained impacts on neural and autonomic responses. Additionally, therapists require specialized in VR's technical and psychological nuances to safely manage sessions, as inadequate preparation could amplify harms, with calls for standardized programs to build competency in ethical oversight and risk mitigation. In 2025, debates have intensified around AI ethics in adaptive VR , where opaque algorithms may introduce biases or erode patient autonomy through untransparent of interventions, such as real-time adjustments in exposure scenarios for anxiety disorders. issues in metaverse-based group have also surged, as interconnected virtual platforms risk data breaches of sensitive information during multi-user sessions, prompting demands for enhanced and reconsent mechanisms compliant with regulations like GDPR to safeguard confidentiality. These discussions emphasize the need for clinician oversight and equitable to balance with societal protections.

References

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