Better, Virtually: the Past, Present, and Future of Virtual Reality Cognitive Behavior Therapy
Open accessAbstract
Virtual reality (VR) is an immersive technology capable of creating a powerful, perceptual illusion of being present in a virtual environment. VR technology has been used in cognitive behavior therapy since the 1990s and accumulated an impressive evidence base, yet with the recent release of consumer VR platforms came a true paradigm shift in the capabilities and scalability of VR for mental health. This narrative review summarizes the past, present, and future of the field, including milestone studies and discussions on the clinical potential of alternative embodiment, gamification, avatar therapists, virtual gatherings, immersive storytelling, and more. Although the future is hard to predict, clinical VR has and will continue to be inherently intertwined with what are now rapid developments in technology, presenting both challenges and exciting opportunities to do what is not possible in the real world.
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Written from the paper’s full text.
TL;DR
This narrative review summarizes the past, present, and future of virtual reality cognitive behavior therapy (VR-CBT), focusing mainly on anxiety disorders. It argues that consumer VR has created a paradigm shift, with automated VR treatments showing strong symptom reductions and growing potential for scalable mental health interventions.
Key findings
- By 2012, k = 21 randomized controlled trials of VR exposure therapy for anxiety disorders were available for meta-analysis, showing that VR exposure outperformed waitlist controls, had similar outcomes to other evidence-based interventions, and had stable long-term effects (Opriş et al. 2012).
- A 2015 meta-analysis found that previously reported within- and between-group effect sizes remained when only trials with in vivo behavioral outcomes were considered, indicating that fear reductions in VR translate to reduced fear in vivo (Morina et al. 2015).
- A 2014 meta-analysis reported an overall significant correlation of r = .28 (95% CI: 0.18–0.38) between self-reported distress and presence during exposure, with significant differences across sample clinical characteristics and VR equipment type (Ling et al. 2014).
- Recent automated VR exposure trials for acrophobia and spider phobia report impressive symptom reductions; one spider phobia trial examined non-inferiority against gold-standard in vivo exposure (Miloff et al. 2019). Adoption remains limited: Steam data in spring 2020 showed around 2% of active users had VR access, roughly 2 million users; Sony reported more than five million PlayStation VR units sold by end of 2019; at least twenty million VR units were distributed worldwide, possibly twice that.
Methods
- Narrative review, not a systematic review or meta-analysis, providing a historical overview and context for VR-CBT and how technology developments have fueled clinical progress.
- Focuses on VR-CBT treatments for anxiety disorders because this application dominates the literature, while also discussing other clinical applications.
- Covers the past (roughly 1968–2013), present (2014–2020), and future, synthesizing milestone studies, meta-analyses, randomized trials, surveys, and technology developments rather than collecting primary data.
Limitations
- The author states the aim is not to provide a systematic review or meta-analysis, the focus is on anxiety disorders, and coverage of VR as an experimental platform for psychopathology and treatment mechanisms is beyond scope.
- The text makes evident that the review is non-exhaustive and selective, and that future-oriented sections are predictions based on gaps, trends, and recent advances rather than demonstrated outcomes.
- The author reports involvement in academia-industry collaborations related to the work, including direct financial reimbursement for consulting for Mimerse, though holds no financial stake in any such company.
Model-written summary. Check it against the paper before relying on it.
Integrity signals
Registry
Cites
Statistics
Claims the paper makes
0 of 88 cited sources checked · 0 supported · 0 flagged
- Premisecitation
There is an overall significant correlation of r = .28 (95% CI: 0.18-0.38) between self-reported distress and presence during exposure.
“A 2014 meta-analysis reported an overall significant correlation of r = .28(95% CI: 0.18-0.38)between self-reported distress and presence during exposure”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Ling et al. 2014 source
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- Premisecitation
VR exposure therapy outperformed waitlist control conditions.
“VR exposure therapy outperformed waitlist control conditions”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Opriş et al. 2012 source
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- Premisecitation
VR exposure therapy had stable long-term effects.
“and had stable long-term effects (Opriş et al. 2012).”
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- Premisecitation
Internet-administered CBT (iCBT) has demonstrated efficacy equivalent to face-to-face treatments for mental disorders and psychosomatic conditions.
“Internetadministered CBT (iCBT), which enjoys a robust evidence base with demonstrated efficacy equivalent to face-to-face treatments for mental disorders and psychosomatic conditions (Carlbring et al. 2018)”
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- Premisecitation
The correlation between self-reported distress and presence during exposure differs across sample clinical characteristics and type of VR equipment used.
“albeit with significant differences across sample clinical characteristics and type of VR equipment used (Ling et al. 2014).”
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- Interpretationcitation
Fear reductions in VR translate to reduced fear also in vivo.
“revealing that fear reductions in VR does indeed translate to reduced fear also in vivo (Morina et al. 2015).”
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iCBT is now implemented in routine care in many countries.
“and is now implemented in routine care in many countries (Titov et al. 2018).”
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- Premisecitation
By 2012, there were k = 21 randomized controlled trials of VR exposure therapy for anxiety disorders available for meta-analysis.
“By 2012, there were k = 21 randomized controlled trials of VR exposure therapy for anxiety disorders available for meta-analysis”
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VR exposure therapy had similar outcomes to other evidence-based interventions.
“had similar outcomes to other evidence-based interventions”
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VR exposure therapy for anxiety disorders is associated with low rates of deterioration.
“and associated with low rates of deterioration (Fernández-Álvarez et al. 2019).”
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Clinicians have a generally favorable view of using VR clinically.
“Two later survey studies found that clinicians have a generally favorable view of using VR clinically”
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- cites Segal et al. 2011
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A VR full-body illusion has been shown to decrease body image disturbance in anorexia nervosa.
“a VR fullbody illusion has been shown to decrease body image disturbance in anorexia nervosa (Keizer et al. 2016).”
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- Premisecitation
A large, ongoing randomized controlled trial of automated VR-CBT for anxious avoidance of social situations among patients with psychosis is underway.
“Recent advances in this field include a large, ongoing randomized controlled trial of automated VR-CBT for anxious avoidance of social situations among patients with psychosis (Freeman et al. 2019;Lambe et al. 2020).”
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Participants engaged in embodied self-dialogue reported being helped and changed to a greater degree than a scripted control condition.
“Compared to a scripted control condition, participants engaged in embodied self-dialogue reported being helped and changed to a greater degree (Slater et al. 2019).”
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- Premisecitation
Only a single effectiveness trial of VR exposure therapy has been published to date.
“To the author's knowledge, only a single effectiveness trial of VR exposure therapy has been published to date”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Lindner et al. 2020a
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- Interpretationreasoning
There were no substantial human barriers to implementing VR interventions in regular clinical settings.
“Together, the first three studies provided early evidence that there were no substantial human barriers to implementing VR interventions in regular clinical settings-a quest that endured into the period of modern VR.”
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In a 2007 aviophobia study, presence partially mediated the association between pre-existing anxiety and distress during exposure.
“A 2007 study on VR exposure for aviophobia found that while presence partially mediated the association between pre-existing anxiety and distress during exposure”
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Early research found psychometric properties suggesting that the alliance concept can be applied to the virtual environment itself.
“Early research examined working alliance towards the virtual environment itself, finding psychometric properties that suggest that the alliance concept can indeed be applied in this way (Miragall et al. 2015).”
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Qualitative research has shown gamification elements are perceived as attractive features by users.
“qualitative research has shown gamification elements are indeed perceived as attractive features by users”
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- cites Lindner et al. 2020c
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In that 2007 aviophobia study, presence did not moderate outcomes.
“presence did not moderate outcomes”
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A VR body swap illusion has been used to increase self-compassion.
“More recently, a VR body swap illusion has been used to increase self-compassion (Cebolla et al. 2019).”
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- Premisecitation
A relationship similar to a working alliance does seem to form with an embodied virtual therapist.
“showing that a relationship similar to a working alliance does seem to form with the virtual therapist”
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- Premisecitation
More than a dozen efficacy trials conducted over 20 years have convincingly shown that VR exposure therapy for anxiety disorders is efficacious.
“In the case of VR exposure therapy for anxiety disorders, more than a dozen efficacy trials conducted over 20 years have convincingly shown that this intervention is efficacious (Carl et al. 2019;Fodor et al. 2018;Wechsler et al. 2019)”
Quote in the paperSubstantial claim0 of 3 sources checked - Interpretationcitation
Automated VR interventions distributed as applications on ordinary digital marketplaces have the potential to reach tens or hundreds of thousands of users.
“Automated VR interventions distributed as applications on ordinary digital marketplaces have the potential to reach tens or hundreds of thousands of users (Lindner et al. 2019c)”
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After the advent of consumer VR, clinicians' fears about VR have decreased.
“Recent survey research, conducted after the advent of consumer VR, indicates that these fears have now decreased”
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- Premisereasoning
The virtual environment can be made fully controllable, flexible, adaptive, and interactive in ways not practically feasible or even possible in the real world.
“Since the virtual environment is built from scratch, it can be made fully controllable, flexible, adaptive, and interactive in ways not practically feasible or even possible in the real world.”
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The quality of the relationship with the virtual therapist predicted long-term improvements.
“and that the quality of this relationship predicted long-term improvements (Miloff et al. 2020).”
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In a 2004 acrophobia study, groups experiencing VR exposure with a low-presence HMD versus a high-presence CAVE did not differ on outcomes.
“a 2004 study on acrophobia exposure experimentally assigned participants to experiencing VR exposure with either a low-presence HMD or a high-presence CAVE, and despite finding the expected difference in presence scores, the groups did not differ on outcomes (although it should be noted that this contrast was low powered) (Krijn et al. 2004).”
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- Premisecitation
Qualitative interview research showed that the virtual therapist was an appreciated feature.
“Qualitative interview research on the same VR intervention for spider phobia showed that the virtual therapist was an appreciated feature (Lindner et al. 2020c).”
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- Premisecitation
All three automated VR exposure applications included a virtual therapist of some sort, either voiceover or as an embodied agent.
“Interestingly enough, all three automated VR exposure applications mentioned above opted to include a virtual therapist of some sort (Donker et al. 2019;Freeman et al. 2018;Miloff et al. 2019), either voiceover or as an embodied agent.”
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Empirical evidence for the presumed effects of gamification is surprisingly scarce.
“Empirical evidence for the presumed effects is however surprisingly scarce (Fleming et al. 2017;Johnson et al. 2016).”
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- cites Johnson et al. 2016 source
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- Premisecitation
All three automated VR exposure trials report impressive symptom reductions.
“All three trials report impressive symptom reductions”
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Findings from the first qualitative study on automated VR exposure therapy showed that even aversive experiences like exposure therapy can be framed and viewed by users as a serious game with a psychotherapeutic goal.
“Findings from the first qualitative study on automated VR exposure therapy showed that even aversive experiences like exposure therapy can indeed be framed and viewed by users as a serious game with a psychotherapeutic goal (Lindner et al. 2020c).”
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- Premisecitation
Meta-analytic research has found no correlation between study quality and observed effect size.
“It should however be noted that meta-analytic research has found no correlation between study quality and observed effect size (McCann et al. 2014).”
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- Interpretationreasoning
Until average consumer VR HMDs include proper eye tracking, head rotation appears to be a valuable proxy measure that can be put to greater use.
“Until the average consumer VR HMDs includes proper eye tracking technology-already available in some high-grade consumer HMDs-head rotation appears to be a valuable proxy measure that can be put to greater use.”
Quote in the paperSubstantial claim - Interpretationnone given
Head rotation data has seen very few published clinical applications beyond its immediate role in graphical presentation.
“In general, head rotation data has seen very few published clinical applications beyond its immediate role in graphical presentation”
Quote in the paperNot a substantial claim - Interpretationreasoning
Including Cardboard-based VR HMDs, there are at least twenty million VR units distributed worldwide, possibly twice that.
“If one includes simpler Cardboard-based VR HMDs that require a smartphone to run and offers only a rudimentary VR experience, there are at least twenty million VR units distributed worldwide, possibly twice that.”
Quote in the paperNot a substantial claim - Interpretationreasoning
The lack of large, multi-arm effectiveness trials presents a substantial gap in the extant literature.
“The lack of large, multi-arm effectiveness trials presents a substantial gap in the extant literature”
Quote in the paperSubstantial claim - Interpretationnone given
Clinical applications of social VR have thus far been scarce.
“However, clinical applications of social VR have thus far been scarce.”
Quote in the paperNot a substantial claim - Interpretationcitation
Research on consumer smartphone applications for mental health suggests that few future consumer VR applications released on ordinary digital marketplaces can be expected to be evidence-based and effective.
“Research on consumer smartphone applications for mental health (Larsen et al. 2019;Shen et al. 2015) suggests that few future consumer VR applications that will be released on ordinary digital marketplaces can be expected to be evidence-based and effective.”
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- cites Shen et al. 2015 source
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- Premisecitation
Meta-analytic research has revealed low rates of deterioration in VR exposure therapy.
“meta-analytic research has revealed low rates of deterioration in VR exposure therapy (Fernández-Álvarez et al. 2019)”
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- Interpretationreasoning
Releasing mental health interventions as applications on ordinary VR content marketplaces would allow dissemination on an almost unprecedented scale.
“Releasing mental health interventions, packaged as applications, on ordinary VR content marketplaces would allow dissemination on an almost unprecedented scale.”
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A first-generation VR relaxation application reached 40,000 unique users in 2 years.
“Even in the early days of consumer VR, a first-generation VR relaxation application reached 40,000 unique users in 2 years (Lindner et al. 2019c)”
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- Interpretationreasoning
VR is inherently well suited for the use of placebo interventions because therapeutic techniques may be packaged in non-traditional ways and the occurrence and precise extent of each component can easily be modified.
“VR however is inherently well suited for the use of placebo interventions: therapeutic techniques may be packaged in non-traditional ways (e.g., as serious games) and the occurrence and precise extent of each component can easily be modified.”
Quote in the paperSubstantial claim - Premisecitation
Many previously studied VR paradigms have included features allowing users to customize the environment to fit their therapeutic needs, including the Virtual Iraq/Afghanistan paradigm for PTSD treatment.
“Many previously studied VR paradigms have included features that allowed the user to customize the environment to fit their therapeutic needs, including the “Virtual Iraq/Afghanistan” paradigm developed for PTSD treatment that allowed users to recreate specific traumatic scenarios (Rizzo et al. 2010).”
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- Interpretationreasoning
Costs in acquiring and maintaining VR equipment, as well as logistics of distributing it, may outweigh the benefits it brings.
“Costs in acquiring and maintaining the equipment, as well as those relating to the logistics of distributing it, may simply outweigh the benefits it brings.”
Quote in the paperSubstantial claim - Interpretationreasoning
The lack of interest thus far among ordinary clinics demonstrates that lending or renting VR equipment comes with potent barriers.
“While this approach does indeed offer an innovative solution to a clear clinical need, the lack of interest thus far among ordinary clinics demonstrates that it also comes with potent barriers.”
Quote in the paperSubstantial claim - Interpretationreasoning
Until VR mass adoption by consumers, the dissemination potential is limited by the overlap of early adopters, those experiencing mental health problems, and those that view this medium as appropriate for help-seeking.
“Still, until VR mass adoption by consumers, the dissemination potential is limited by the overlap of early adopters, those experiencing mental health problems, and those that view this medium as appropriate for help-seeking.”
Quote in the paperSubstantial claim- Rests on an assumption: Consumer VR will achieve mass adoption.
- Premisecitation
A 2016 study showed that horizontal rotation during VR exposure for public speaking anxiety correlated with distress in female participants.
“A rare 2016 study demonstrated the value of this data by showing that horizontal rotation during VR exposure for public speaking anxiety correlated with distress in female participants (Won et al. 2016).”
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- Premisecitation
Research on VR biofeedback paradigms has demonstrated the feasibility of including adaptive components.
“Research on VR biofeedback paradigm (Fominykh et al. 2017) have demonstrated the feasibility of including such adaptive components”
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- Interpretationreasoning
The comparably low adoption rate hinders some promising clinical applications, such as having a patient perform VR exposure tasks in-between in-vivo exposure sessions or completely by themselves using an automated intervention.
“The comparably low adoption rate also hinders some promising clinical applications, e.g., having a patient perform VR exposure tasks in-between in-vivo exposure sessions or completely by themselves using an automated intervention.”
Quote in the paperSubstantial claim - Premisecitation
Trials have begun to include and report results from broader measures of negative effects used elsewhere in psychotherapy research.
“and trials have already begun (Miloff et al. 2019) to include and report results from broader measures of negative effects used elsewhere in psychotherapy research (Rozental et al. 2016).”
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A study on 360° video VR relaxation found a strong correlation between average preference rating of different virtual nature environments and average improvement in positive mood.
“A study on (360° video) VR relaxation found a strong correlation between averages preference rating of different virtual nature environments and average improvement in positive mood (Gao et al. 2019).”
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- Classified as probably not a substantial claim. 21
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Premisenone givenVR technology has been used in cognitive behavior therapy since the 1990s and has accumulated an impressive evidence base.
“VR technology has been used in cognitive behavior therapy since the 1990s and accumulated an impressive evidence base”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S4 (based).
Interpretationnone givenThe recent release of consumer VR platforms caused a true paradigm shift in the capabilities and scalability of VR for mental health.
“yet with the recent release of consumer VR platforms came a true paradigm shift in the capabilities and scalability of VR for mental health.”
Quote in the paperNot a substantial claimMay combine two claims.
InterpretationreasoningVR exposure solves practical issues in providing exposure therapy: there is no need to leave the therapy room, either to perform exposure exercises or prepare stimuli material in advance.
“additionally solves practical issues in providing exposure therapy: there is no need to leave the therapy room, either to perform exposure exercises or prepare stimuli material in advance.”
Quote in the paperNot a substantial claimMay combine two claims.
InterpretationcitationPresence is a necessary but insufficient requirement for symptom reduction.
“suggesting that presence is a necessary but insufficient requirement for symptom reduction (Price and Anderson 2007), congruent with the 2004 study.”
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InterpretationreasoningAutomated VR exposure therapy has public health and clinical potential.
“revealing the public health and clinical potential of this innovative approach to treatment.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationNine out of ten spider-fearful individuals would prefer VR exposure over in vivo exposure.
“One early study reported that nine out of ten spider-fearful individuals would prefer VR exposure over in vivo exposure (Garcia-Palacios et al. 2001)”
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PremisecitationThe single effectiveness trial of VR exposure therapy demonstrated feasibility and replicated the effect size from the preceding efficacy trial, but had a relatively small sample size and used a single-case design instead of comparison with treatment-as-usual.
“although it demonstrated feasibility and replicated the effect size from the preceding efficacy trial, the sample size was relatively small and for ethical and practical reasons, a single-case design was chosen instead of comparison with treatment-as-usual (Lindner et al. 2020a).”
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PremisecitationThree high-quality randomized trials of automated VR exposure therapy have been published recently, featuring three different applications: two on acrophobia with comparison against waiting-list and one on spider phobia examining non-inferiority against gold-standard in vivo exposure.
“Three high-quality randomized trials have been published recently, featuring three different applications: two on acrophobia with comparison against waiting-list (Donker et al. 2019;Freeman et al. 2018) and one on spider phobia examining non-inferiority against gold-standard in vivo exposure (Miloff et al. 2019).”
Quote in the paperSubstantial claim0 of 3 sources checkedProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationDisplay properties in themselves also play a role in cybersickness.
“although display properties in themselves also play a role (Saredakis et al. 2020).”
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PremisecitationCybersickness symptoms are believed to be caused primarily by sensory conflict between the visual and vestibular/proprioceptor systems.
“symptoms resembling motion sickness believed to be caused primarily by sensory conflict between the visual and vestibular/proprioceptor systems”
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- cites Saredakis et al. 2020
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PremisecitationClinicians reported fears about required training, handling the equipment, and financial costs, and reported an overall low degree of acquaintance with VR technology.
“although they also reported fears about required training, handling the equipment and, financial costs, and reported an overall low degree of acquaintance with the technology (Schwartzman et al. 2012;Segal et al. 2011).”
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- cites Segal et al. 2011
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PremisecitationAfter the advent of consumer VR, both professional and recreational experiences of using VR were still rare, and knowledge of VR exposure therapy was still low.
“although both professional and even recreational experiences of using VR were still rare, and knowledge of VR exposure therapy still low (Lindner et al. 2019d).”
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PremisecitationParticipants who practiced delivering compassion in one virtual body and then experienced a recorded version embodied as the receiving party had reduced depression and self-criticism and increased self-compassion.
“In another recent study, participants practiced delivering compassion in one virtual body and then experienced a recorded version of this act embodied as the receiving party, leading to reduced depression and self-criticism and increased self-compassion (Falconer et al. 2016).”
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PremisecitationVR head rotation data can be used as a proxy measure of other physiological variables like heart rate that indicate emotional distress, with proof-of-concept already demonstrated.
“This includes the possibility of using VR head rotation data as a proxy measure of other physiological variables like heart rate that indicate emotional distress, proof-of-concept of which has already been demonstrated (Noori et al. 2019) and is possible with related methods (Lomaliza and Park 2019).”
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- cites Lomaliza and Park 2019
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Premisenone givenApproximately half of the world's population is now estimated to have access to a smartphone.
“By comparison, approximately half of the world's population is now estimated to have access to a smartphone.”
Quote in the paperNot a substantial claimMay combine two claims.
PremisecitationThe choice of control condition is a long-standing debate and multifaceted issue in psychotherapy research, with placebo interventions remaining the gold-standard despite being hard to implement in traditional psychotherapy research.
“The choice of control condition is a long-standing debate and multifaceted issue in psychotherapy research, with placebo interventions remaining the gold-standard despite being hard to implement in research on traditional psychotherapy (Gold et al. 2017).”
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InterpretationcitationThe advent of modern consumer VR has resolved most logistic barriers to running larger clinical trials, as reflected in larger sample sizes in recent studies.
“The advent of modern consumer VR has resolved most of the logistic barriers to running larger clinical trials (but see below), as reflected in the larger sample sizes found in recent studies (Donker et al. 2019;Freeman et al. 2018;Miloff et al. 2019).”
Quote in the paperSubstantial claim0 of 3 sources checkedMay combine two claims.
Interpretationnone givenPatients are likely to have markedly fewer preconceptions of what constitutes a VR psychological treatment, offering good grounds for (double) blinding.
“Patients, in turn, are also likely to have markedly fewer preconceptions of what constitutes a VR psychological treatment, offering good grounds for (double) blinding.”
Quote in the paperNot a substantial claim- Rests on an assumption: Patients have markedly fewer preconceptions of what constitutes a VR psychological treatment.
Classified as probably not a substantial claim. May combine two claims.
PremisecitationConcerns have been raised about research quality of trials examining VR exposure therapy for anxiety disorders, primarily reliance on small samples and no or questionable control conditions.
“Concerns have been raised about research quality of trials examining VR exposure therapy for anxiety disorders, primarily the reliance on small samples, and no or questionable control conditions (Page and Coxon 2016).”
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Premisenone givenModern consumer VR is primarily marketed and used as an entertainment platform.
“The fact that modern consumer VR is primarily marketed, and used, as an entertainment platform”
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PremisecitationThere is some preliminary, indirect research in support of using VR storytelling therapeutically, but therapeutic effects on psychopathology have yet to be demonstrated.
“Although there is some preliminary, indirect research in support of this approach (Shin 2018), therapeutic effects on psychopathology have yet to be demonstrated.”
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PremisecitationVR has a long history of studying negative effects in the form of cybersickness.
“VR has a long history of studying negative effects in the form of cybersickness (Rebenitsch and Owen 2016)”
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Premisenone givenAt the end of 2019, Sony confirmed having sold more than five million units of their Playstation VR device.
“At the end of 2019, Sony confirmed having sold more than five million units of their Playstation VR device.”
Quote in the paperNot a substantial claimMay combine two claims.
PremisecitationA recent study found no difference in evoked anxiety between exposure to standardized catastrophic scenarios in VR and imaginal exposure with personalized scenarios, suggesting that perfect tailoring is at least not necessary.
“One recent study compared exposure to standardized catastrophic scenarios in VR, to imaginal exposure with personalized scenarios, and found no difference in evoked anxiety (Guitard et al. 2019), suggesting that perfect tailoring is at least not necessary.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Guitard et al. 2019 source
Not checked in the free run.
May combine two claims.
PremisecitationA 1996 review article on VR psychotherapy made predictions, some of which turned out true but most ultimately did not.
“A review article from 1996 on “VR psychotherapy” made a number of interesting predictions on the future of the field: while some predictions did turn out true, most ultimately did not (Glantz et al. 1996).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Glantz et al. 1996 source
Not checked in the free run.
May combine two claims.
PremisecitationRecent survey research suggests ordinary clinicians continue to see certain risks in using VR in therapy, although positive views outweigh negative.
“Recent survey research suggests that ordinary clinicians do continue to see certain risks in using VR in therapy, although positive views outweigh negative (Lindner et al. 2019d).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Lindner et al. 2019d
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).
Interpretationnone givenSandbox-type paradigms require additional developmental resources, which may not be cost-effective in relation to efficacy.
“since so-called sandbox-type paradigms require additional developmental resources, which may not be costeffective in relation to efficacy.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationPrivacy concerns about collecting vast amounts of data from VR usage have already been raised and must continue to be discussed within clinical research.
“privacy concerns have already been raised (Slater et al. 2020;Spiegel 2018) and must continue to be discussed within clinical research”
Quote in the paperNot a substantial claim0 of 2 sources checkedProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationA recent systematic review identified k = 152 studies investigating different factors of importance in social presence experienced with avatars and agents.
“with a recent systematic review identifying k = 152 studies investigating different factors of importance (Oh et al. 2018).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Oh et al. 2018
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).
Interpretationnone givenThe field of VR-CBT is expanding rapidly with new publications every week.
“The field of VR-CBT is expanding rapidly with new publications every week”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Interpretationnone givenThe question of to what degree virtual environments need to be tailored has received surprisingly little research attention.
“This question has however received surprisingly little research attention thus far.”
Quote in the paperNot a substantial claimMay combine two claims.
InterpretationreasoningSmall sample sizes characterized early VR research, and this is not unexpected given added practical requirements in providing VR treatment with previous generation technology.
“The small sample sizes that characterized early (and to a lesser degree, also current) research is not unexpected given the added practical requirements in providing VR treatment, at least with the previous generation of technology”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable), S4 (based).
Interpretationnone givenThe recent release of consumer VR platforms constitutes a true paradigm shift in the development and dissemination of clinical VR.
“The recent release of consumer VR platforms constitutes a true paradigm shift in the development and dissemination of clinical VR”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationWidespread reports of difficulties in implementing exposure therapy for PTSD in clinical settings stress the importance of considering therapist views in efforts to disseminate new treatments.
“Widespread reports of difficulties in implementing exposure therapy for PTSD in clinical settings (Waller and Turner 2016), for example, stress the importance of considering therapist views in efforts to disseminate new treatments.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Waller and Turner 2016 source
Not checked in the free run.
May combine two claims.
PremisecitationHuman-computer interaction research has shown that head rotation provides an adequate proxy measure of eye gaze: gaze tends to focus around a rotation-controlled crosshair, and gaze shifts above 25° are typically accompanied by subsequent head movement with a lag of 30-150 ms.
“In fact, human-computer interaction research has shown that head rotation provides an adequate proxy measure of eye gaze: gaze tends to focus around a rotation-controlled crosshair, and gaze shifts above 25° are typically accompanied by subsequent head movement with a lag of 30-150 ms (Sidenmark and Gellersen 2020).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Sidenmark and Gellersen 2020 source
Not checked in the free run.
May combine two claims.
PremisecitationCreative bibliotherapy has a long history yet has received very little research attention and cannot currently be considered an evidence-based treatment.
“so-called creative bibliotherapy-patient reading selected works of fiction, as opposed to self-help material-has a long history yet has received very little research attention (Troscianko 2018) and can therefore not currently be considered an evidencebased treatment.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Troscianko 2018 source
Not checked in the free run.
Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).
Interpretationnone givenClinical researchers have only begun to scratch the surface of the clinical potential of virtual embodiment, especially with regard to merging such experiences with traditional, evidence-based CBT techniques.
“Arguably, clinical researchers have only begun to scratch the surface of the clinical potential of virtual embodiment, especially with regard to how such experiences can be merged with traditional, evidence-based CBT techniques.”
Quote in the paperNot a substantial claimMay combine two claims.
InterpretationcitationDespite VR now being an accessible and affordable consumer product, mass adoption has yet to occur and growth remains linear rather than exponential, hindering the full public health and clinical potential of VR.
“Despite VR now being an accessible and affordable consumer product (Lindner et al. 2017), mass adoption has yet to occur and growth remains linear rather than exponential, hindering the full public health and clinical potential of VR.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Lindner et al. 2017 source
Not checked in the free run.
May combine two claims.
InterpretationcitationSince expected effect sizes in VR exposure studies were large, even smaller trials may have been well powered; VR allows greater standardization, which should decrease outcome variance and sample size requirement.
“However, since the expected effect sizes in these studies were large (as with in vivo exposure therapy), even smaller trials may nonetheless have been well powered; further, the fact that VR allows for a greater, even full degree of standardization should decrease outcome variance and thereby sample size requirement (Lindner et al. 2020b).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Lindner et al. 2020b
Not checked in the free run.
- Rests on an assumption: The expected effect sizes in VR exposure studies were large.
Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).
Interpretationnone given6DOF technology remains underutilized in clinical VR, in particular as core clinical components.
“6DOF technology, although not new but now much more userfriendly, remains underutilized in clinical VR, in particular as core clinical components.”
Quote in the paperNot a substantial claimMay combine two claims.
InterpretationcitationResearch has begun to collect and analyze user engagement metrics and self-reported data from self-guided VR interventions, but there has been surprisingly little research on data that offers deeper insight.
“While research has begun to collect and analyze user engagement metrics and selfreported data from self-guided VR interventions (Donker et al. 2020), there has been surprisingly little research on data that offers deeper insight.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Donker et al. 2020
Not checked in the free run.
May combine two claims.
Premisenone givenSteam hardware statistics in spring 2020 revealed that around 2% of the platform's active user base has access to VR, equivalent to roughly 2 million users.
“publically released hardware statistics from the Steam gaming platform in spring 2020 revealed that around 2% of the platform's active user base has access to VR, equivalent to roughly 2 million users.”
Quote in the paperNot a substantial claimMay combine two claims.
PremisecitationIn the first effectiveness trial of VR exposure therapy in routine care, the clinic was reimbursed either through existing occupational healthcare contracts or patients paid out-of-pocket, with no additional cost included to cover the clinic's investment in VR.
“In the first effectiveness trial of VR exposure therapy in routine care, the clinic was reimbursed either through existing occupational healthcare contracts or the patients payed out-ofpocket (Lindner et al. 2020a), in no case with any additional cost included to cover the clinics investment in VR.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Lindner et al. 2020a
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Interpretationnone givenSocial VR is growing increasingly popular.
“Social VR is growing increasingly popular”
Quote in the paperNot a substantial claim
The paper relies on this without support.
VR exposure is always safer than in vivo equivalent exposure.
“Further, VR exposure will always be safer than in vivo equivalent exposure”
The paper relies on this without support.
Consumer VR will achieve mass adoption.
“VR and other mixed reality technologies are still awaiting mass adoption, but when this does happen, there will already be a firm evidence base to inform the next generation of VR interventions for mental health.”
The paper relies on this without support.
VR technology will continue to develop rapidly.
“The future of VR-CBT will continue to be inherently intertwined with the development of VR technology, yet the latter now develops at a pace so rapid that clinical researchers are struggling to keep up”
The paper relies on this without support.
The expected effect sizes in VR exposure studies were large.
“since the expected effect sizes in these studies were large (as with in vivo exposure therapy), even smaller trials may nonetheless have been well powered”
The paper relies on this without support.
Patients have markedly fewer preconceptions of what constitutes a VR psychological treatment.
“Patients, in turn, are also likely to have markedly fewer preconceptions of what constitutes a VR psychological treatment, offering good grounds for (double) blinding.”
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
Relatively limited research has explored the potential therapeutic applications of VR beyond exposure-based cognitive behavioral therapy approaches, and research in youth is highly limited.
“However, relatively limited research has explored the potential therapeutic applications of VR beyond exposure-based cognitive behavioral therapy (CBT) approaches, and research in youth is highly limited [2,5,6,16].”
From A Virtual Reality–Based Cognitive Defusion Application for Youth Depression and Anxiety: Mixed Methods Experimental Study. (2025) · cites this paper as [16]
The 'VR for Other Disorders' section describes emerging VR treatments for conditions that had received little attention and reports only two depression studies in a 2017 review. The paper mentions work involving children and an adolescent feasibility study, but the passages do not establish the broader claim that research in youth is highly limited. Page numbers are unavailable in our copy. (LLM, conf=0.82)
Experimental — accuracy not yet measuredMost research on VR for mental disorders has focused on VR-based cognitive behavioral treatments (VR-CBTs).
“Most of this research has focused on VR-based cognitive behavioral treatments (VR-CBTs) [16].”
From A Virtual Reality–Based Cognitive Defusion Application for Youth Depression and Anxiety: Mixed Methods Experimental Study. (2025) · cites this paper as [16]
Ellipsis Health is an ML-based mobile app that detects depression using speech analysis of smartphone audio, potentially allowing accessible screening and monitoring of depression.
“Ellipsis Health is an ML-based mobile app that detects depression using speech analysis of smartphone audio, which can be easily recorded and transmitted, potentially allowing accessible screening and monitoring of depression.”
From Digital health technologies and major depressive disorder (2023) · cites this paper as [114]
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
Each contradiction between two passages listed here was confirmed by an independent check.
The same cited article has two publication years
MinorThe references list the same article title and DOI under both 2018 and 2019, so its publication year is inconsistent within the paper.
“11. Carl, E., Stein, T., A., Levihn-Coon, A., Pogue, J. R., Rothbaum, B., Emmelkamp, P., et al. (2018). Virtual reality exposure therapy for anxiety and related disorders: a meta-analysis of randomized controlled trials. Journal of Anxiety Disorders. https://doi.org/10.1016/j.janxdis.2018.08.003.”
“12. Carl, E., Stein, A. T., Levihn-Coon, A., Pogue, J. R., Rothbaum, B., Emmelkamp, P., et al. (2019). Virtual reality exposure therapy for anxiety and related disorders: a meta-analysis of randomized controlled trials. Journal of Anxiety Disorders, 61, 27-36. https://doi.org/10.1016/j.janxdis.2018.08.003.”
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“Although there is some preliminary, indirect research in support of this approach (Shin 2018), therapeutic effects on psychopathology have yet to be demonstrated.”
ResultEffectiveness of computer-generated (virtual reality) graded exposure in the treatment of acrophobia
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Internet-Delivered Psychological Treatments
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A Virtual Reality Full Body Illusion Improves Body Image Disturbance in Anorexia Nervosa
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White Noise Speech Illusions: A Trait-Dependent Risk Marker for Psychotic Disorder?
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The role of presence in virtual reality exposure therapy
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Redefining therapeutic success with virtual reality exposure therapy
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Virtual reality exposure therapy in the treatment of fear of flying: a case report
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Self-citationUnited we stand: emphasizing commonalities across cognitive-behavioral therapies.
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The Ethics of Virtual Reality Technology: Social Hazards and Public Policy Recommendations
Spiegel, J. S. (2018) · Science and Engineering Ethics · doi:10.1007/s11948-017-9979-y · Cited by 168 · cited 1× · see citing works
“…required by inside-out tracking 6DOF — is however not without ethical aspects; privacy concerns have already been raised (Slater et al. 2020; Spiegel 2018) and must continue to be discussed within clinical research, especially since this issue will likely grow more prominent among VR…”
BackgroundEye, Head and Torso Coordination During Gaze Shifts in Virtual Reality
Sidenmark, L., & Gellersen, H. (2020) · ACM Transactions on Computer-Human Interaction · doi:10.1145/3361218 · Cited by 163 · see citing works
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Self-citationAn experimental study of a virtual reality counselling paradigm using embodied self-dialogue
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Imagery Rescripting of Early Traumatic Memories in Social Phobia
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The Super Cockpit and its Human Factors Challenges
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“Recognizable VR technology has existed since the 1960s, emerging from and taking root in the bourgeoning computer science scene (Sutherland 1968) and aerospace industry (Furness 1986), developing alongside advances in computational power and display technology.”
Interfaces that heal: coupling real and virtual objects to treat spider phobia
Hoffman, H. G., Garcia-Palacios, A., Carlin, A., Furness III, T. A., & Botella-Arbona, C. (2003) · International Journal of Human-Computer Interaction · doi:10.1207/s15327590ijhc1602_08 · Cited by 144 · see citing works
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Self-citationMcCann, R. A., Armstrong, C. M., Skopp, N. A., Edwards-Stewart, A., Smolenski, D. J., June, J. D., Metzger-Abamukong, M., & Reger, G. M. (2014) · Journal of Anxiety Disorders · doi:10.1016/j.janxdis.2014.05.010 · Cited by 134 · see citing works
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“Research on how this data can be used with machine learning (Pfeiffer et al. 2020) to, e.g., predict clinical outcomes will likely be another topic of interest in the years to come.”
BackgroundKahlon, S., Lindner, P., & Nordgreen, T. (2019) · Child and Adolescent Psychiatry and Mental Health · doi:10.1186/s13034-019-0307-y · Cited by 130 · see citing works
Causal interactive links between presence and fear in virtual reality height exposure
Gromer, D., Reinke, M., Christner, I., & Pauli, P. (2019) · Frontiers in Psychology · doi:10.3389/fpsyg.2019.00141 · Cited by 127 · see citing works
Complexity of Primary Lifetime Occupation and Cognitive Processing
Sörman, D. E., Hansson, P., Pritschke, I., & Ljungberg, J. K. (2019) · Frontiers in Psychology · doi:10.3389/fpsyg.2019.01861 · Cited by 121 · see citing works
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Body image assessment and treatment in controlled studies of eating disorders
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Lindner, P., Miloff, A., Zetterlund, E., Reuterskiöld, L., Andersson, G., & Carlbring, P. (2019) · Frontiers in Psychology · doi:10.3389/fpsyg.2019.00176 · Cited by 118 · cited 11× · see citing works
“In addition to inspiring a new line of research, this type of paradigm presents a fine example of how a generic CBT technique like perspective-changing can be empowered and amplified using VR (Lindner et al. 2019a).”
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Developing multicomponent interventions using fractional factorial designs
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The effectiveness of virtual reality distraction for reducing pain: A meta-analysis.
Kenney, M. P., & Milling, L. S. (2016) · Psychology of Consciousness Theory Research and Practice · doi:10.1037/cns0000084 · Cited by 101 · see citing works
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What Players of Virtual Reality Exercise Games Want: Thematic Analysis of Web-Based Reviews
Farič, N., POTTS, H. W. W., Hon, A., Smith, L., Newby, K. V., Steptoe, A., & Fisher, A. (2019) · Journal of Medical Internet Research · doi:10.2196/13833 · Cited by 90 · see citing works
Lindner, P., Hamilton, W., Miloff, A., & Carlbring, P. (2019) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2019.00792 · Cited by 85 · see citing works
Self-citationLindner, P., Dagöö, J., Hamilton, W., Miloff, A., Andersson, G., Schill, A., & Carlbring, P. (2020) · Cognitive Behaviour Therapy · doi:10.1080/16506073.2020.1795240 · Cited by 84 · cited 9× · see citing works
“Congruently, qualitative research has shown gamification elements are indeed perceived as attractive features by users (Faric et al. 2019a, 2019b; Lindner et al. 2020c; Tobler-Ammann et al. 2017).”
BackgroundMethodResultInfluentialSelf-citationTherapists' Perception of Benefits and Costs of Using Virtual Reality Treatments
Segal, R., Bhatia, M., & Drapeau, M. (2010) · Cyberpsychology Behavior and Social Networking · doi:10.1089/cyber.2009.0398 · Cited by 83 · cited 1× · see citing works
“…found that clinicians have a generally favorable view of using VR clinically, although they also reported fears about required training, handling the equipment and, financial costs, and reported an overall low degree of acquaintance with the technology (Schwartzman et al. 2012; Segal et al. 2011).”
BackgroundVirtual reality in eating disorders
Perpiñá, C., Botella, C., & Baños, R. (2003) · European Eating Disorders Review · doi:10.1002/erv.520 · Cited by 80 · see citing works
Deterioration rates in Virtual Reality Therapy: An individual patient data level meta-analysis
Fernández-Álvarez, J., Rozental, A., Carlbring, P., Colombo, D., Riva, G., Anderson, P. L., Baños, R. M., Benbow, A. A., Bouchard, S., Bretón-López, J. M., et al. (2019) · Journal of Anxiety Disorders · doi:10.1016/j.janxdis.2018.06.005 · Cited by 79 · see citing works
Bouchard, S., Robillard, G., Giroux, I., Jacques, C. J., Loranger, C., St-Pierre, M., Chrétien, M., & Goulet, A. (2017) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2017.00027 · Cited by 78 · see citing works
The therapeutic alliance in exposure therapy for anxiety-related disorders: A critical review
Buchholz, J. L., & Abramowitz, J. S. (2020) · Journal of Anxiety Disorders · doi:10.1016/j.janxdis.2020.102194 · Cited by 77 · see citing works
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Cebolla, A., Herrero, R., Ventura, S., Miragall, M., Bellosta‐Batalla, M., Lloréns, R., & Baños, R. M. (2019) · Frontiers in Psychology · doi:10.3389/fpsyg.2019.01521 · Cited by 71 · cited 1× · see citing works
“More recently, a VR body swap illusion has been used to increase self-compassion (Cebolla et al. 2019).”
MethodLindner, P., Rozental, A., Jurell, A., Reuterskiöld, L., Andersson, G., Hamilton, W., Miloff, A., & Carlbring, P. (2020) · JMIR Serious Games · doi:10.2196/17807 · Cited by 71 · cited 9× · see citing works
“Congruently, qualitative research has shown gamification elements are indeed perceived as attractive features by users (Faric et al. 2019a, 2019b; Lindner et al. 2020c; Tobler-Ammann et al. 2017).”
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“Regarding the latter, it should be noted that only three studies at the time had follow-up periods of 1 year or more; studies with longer follow-up periods have since been published (Anderson et al. 2016).”
BackgroundEmpathy Toward Virtual Humans Depicting a Known or Unknown Person Expressing Pain
Bouchard, S., Bernier, F., Boivin, E., Dumoulin, S., Laforest, M., Guitard, T., Robillard, G., Monthuy-Blanc, J., & Renaud, P. (2013) · Cyberpsychology, Behavior, and Social Networking · doi:10.1089/cyber.2012.1571 · Cited by 66 · see citing works
Lindner, P., Miloff, A., Bergman, C., Andersson, G., Hamilton, W., & Carlbring, P. (2020) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2020.00116 · Cited by 66 · cited 9× · see citing works
“Congruently, qualitative research has shown gamification elements are indeed perceived as attractive features by users (Faric et al. 2019a, 2019b; Lindner et al. 2020c; Tobler-Ammann et al. 2017).”
BackgroundMethodResultInfluentialSelf-citationMiloff, A., Carlbring, P., Hamilton, W., Andersson, G., Reuterskiöld, L., & Lindner, P. (2020) · Journal of Medical Internet Research · doi:10.2196/16660 · Cited by 60 · see citing works
Self-citationVirtual reality (VR) for psychotherapy: From the physical to the social environment.
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The Science Behind Virtual Reality Displays
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Re-examining psychological mechanisms underlying virtual reality-based exposure for spider phobia
Tardif, N., Therrien, C.-É., & Bouchard, S. (2019) · Cyberpsychology Behavior and Social Networking · doi:10.1089/cyber.2017.0711 · Cited by 56 · cited 1× · see citing works
“This could be used clinically for simulating touching phobic stimuli, for example (Hoffman et al. 2003; Tardif et al. 2019).”
BackgroundSchwartzman, D., Segal, R., & Drapeau, M. (2012) · Psychological Services · doi:10.1037/a0026801 · Cited by 55 · see citing works
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Feasibility of a Virtual Reality-Based Psychoeducational Tool (VRight) for Depressive Patients
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Developing an automated VR cognitive treatment for psychosis: gameChange VR therapy
Lambe, S., Knight, I., Kabir, T., West, J., Patel, R., Lister, R., Rosebrock, L., Rovira, A., Garnish, B., Freeman, J., et al. (2020) · Journal of Behavioral and Cognitive Therapy · doi:10.1016/j.jbct.2019.12.001 · Cited by 48 · see citing works
Lindner, P., Miloff, A., Hamilton, W., & Carlbring, P. (2019) · Frontiers in Psychology · doi:10.3389/fpsyg.2019.00132 · Cited by 47 · cited 11× · see citing works
“In addition to inspiring a new line of research, this type of paradigm presents a fine example of how a generic CBT technique like perspective-changing can be empowered and amplified using VR (Lindner et al. 2019a).”
BackgroundMethodInfluentialSelf-citationVirtual Reality Exposure Therapy for Anxiety Disorders: Small Samples and No Controls?
Page, S., & Coxon, M. (2016) · Frontiers in Psychology · doi:10.3389/fpsyg.2016.00326 · Cited by 46 · see citing works
Identifying Anxiety Through Tracked Head Movements in a Virtual Classroom
Won, A. S., Perone, B., Friend, M., & Bailenson, J. N. (2016) · Cyberpsychology Behavior and Social Networking · doi:10.1089/cyber.2015.0326 · Cited by 45 · cited 1× · see citing works
“A rare 2016 study demonstrated the value of this data by showing that horizontal rotation during VR exposure for public speaking anxiety correlated with distress in female participants (Won et al. 2016).”
BackgroundWorking alliance with an avatar: How far can we go with internet interventions?
Heim, E., Rötger, A., Lorenz, N., & Maercker, A. (2018) · Internet Interventions · doi:10.1016/j.invent.2018.01.005 · Cited by 41 · see citing works
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Internet-Based Extinction Therapy for Worry: A Randomized Controlled Trial
Andersson, E., Hedman, E., Wadström, O., Boberg, J., Andersson, E. Y., Axelsson, E., Bjureberg, J., Hursti, T., & Ljótsson, B. (2017) · Behavior Therapy · doi:10.1016/j.beth.2016.07.003 · Cited by 30 · cited 1× · see citing works
“…was certainly revolutionary at the time of the first appearance, challenging entrenched preconceptions of what psychotherapy is, offering unlimited dissemination of evidence-based treatment, and raising the scientific standard of psychotherapy research to that of the medical field (Andersson 2016).”
BackgroundMiragall, M., Baños, R. M., Cebolla, A., & Botella, C. (2015) · Frontiers in Psychology · doi:10.3389/fpsyg.2015.01531 · Cited by 29 · cited 1× · see citing works
“Early research examined working alliance towards the virtual environment itself, finding psychometric properties that suggest that the alliance concept can indeed be applied in this way (Miragall et al. 2015).”
BackgroundTobler-Ammann, B. C., Surer, E., Knols, R. H., Borghese, N. A., & de Bruin, E. D. (2017) · JMIR Serious Games · doi:10.2196/games.8013 · Cited by 29 · see citing works
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“…of clinical psychology: so-called creative bibliotherapy — patient reading selected works of fiction, as opposed to self-help material — has a long history yet has received very little research attention (Troscianko 2018) and can therefore not currently be considered an evidence-based treatment.”
BackgroundJuvrud, J., Gredebäck, G., Åhs, F., Lerin, N., Nyström, P., Kastrati, G., & Rosén, J. (2018) · Frontiers in Neuroscience · doi:10.3389/fnins.2018.00305 · Cited by 26 · cited 1× · see citing works
“In addition to being a treatment tool, VR is also seeing increasing use as an experimental platform for studying psychopathology (Juvrud et al. 2018) and treatment mechanisms (Scheveneels et al. 2019); coverage of this exciting application is however beyond the scope of this review.”
Donker, T., van Klaveren, C., Cornelisz, I., Kok, R. N., & van Gelder, J. (2020) · Journal of Clinical Medicine · doi:10.3390/jcm9061614 · Cited by 22 · cited 2× · see citing works
“Findings from the later spider phobia trial have since been replicated in a single-subject trial with simulated real-world conditions (Lindner et al. 2020b) and valuable usage data from one of the acrophobia trials has also been reported (Donker et al. 2020).”
BackgroundImproved Heart-Rate Measurement from Mobile Face Videos
Lomaliza, J.-P., & Park, H. (2019) · Electronics · doi:10.3390/electronics8060663 · Cited by 20 · cited 1× · see citing works
“…includes the possibility of using VR head rotation data as a proxy measure of other physiological variables like heart rate that indicate emotional distress, proof-of-concept of which has already been demonstrated (Noori et al. 2019) and is possible with related methods (Lomaliza and Park 2019).”
Webb, E., Neeman, T. M., Gaida, J. E., Bowden, F. J., Mumford, V., & Bissett, B. (2019) · BMJ Open · doi:10.1136/bmjopen-2019-029225 · Cited by 19 · see citing works
Heart Rate Prediction from Head Movement during Virtual Reality Treatment for Social Anxiety
Noori, F. M., Kahlon, S., Lindner, P., Nordgreen, T., Torresen, J., & Riegler, M. (2019) · 2019 International Conference on Content-Based Multimedia Indexing (CBMI) · doi:10.1109/cbmi.2019.8877454 · Cited by 11 · see citing works
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An Examination of the Business Strategies in the Second Life Virtual Market
Huang, J. S. (2011) · Journal of Media Business Studies · doi:10.1080/16522354.2011.11073520 · Cited by 5 · cited 1× · see citing works
“More generic virtual meetup applications have also begun to appear, and it is likely only a matter of time before a VR equivalent of Second Life becomes ubiquitous (Sonia Huang 2011) — hence (presumably) Facebook ’ s interest in the technology.”
Background
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Research works printed but not linked: 2
- Alsem, S. (2019). Using interactive virtual reality to treat aggressive behavior problems in children. in 9th World Congress of Behavioural and Cognitive Therapies.
- Carl, E., Stein, A. T., Levihn-Coon, A., Pogue, J. R., Rothbaum, B., Emmelkamp, P., et al. (2019). Virtual reality exposure therapy for anxiety and related disorders: a meta-analysis of randomized controlled trials. Journal of Anxiety Disorders, 61, 27–36. https://doi.org/10.1016/j.janxdis.2018.08.003. · DOI · Paper page
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Torous, J., Linardon, J., Goldberg, S. B., Sun, S., Bell, I., Nicholas, J., Hassan, L., Hua, Y., Milton, A., & Firth, J. (2025) · World Psychiatry · doi:10.1002/wps.21299 · Cited by 323 · see citing works
Artificial intelligence technologies and compassion in healthcare: A systematic scoping review
Morrow, E. M., Zidaru, T., Ross, F., Mason, C. L., Patel, K. D., Ream, M., & Stockley, R. (2023) · Frontiers in Psychology · doi:10.3389/fpsyg.2022.971044 · Cited by 255 · see citing works
“Artificial intelligence (AI) technologies are associated with compassion through extending or enhancing human and digital therapeutic bond and therapeutic alignment (Lindner, 2021).”
BackgroundThe sense of embodiment in Virtual Reality and its assessment methods
Guy, M., Normand, J., Jeunet, C., & Moreau, G. (2023) · Frontiers in Virtual Reality · doi:10.3389/frvir.2023.1141683 · Cited by 111 · see citing works
“…to many applications such as entertainment (Zyda, 2005; Atkinson et al., 2020), interactive training (Claude et al., 2014; Bouville et al., 2015), scienti fi c visualisation (Chandler et al., 2015; Dwyer et al., 2018), and virtual therapy (Wallach et al., 2009; Donker et al., 2019; Lindner, 2020).”
Pira, G. L., Aquilini, B., Davoli, A., Grandi, S., & Ruini, C. (2023) · JMIR Mental Health · doi:10.2196/44998 · Cited by 92 · see citing works
“Although the technology was quite raw, it was sufficiently capable of producing convincing 3D images inside a head-mounted display (HMD) or inside a room where the images were projected on the walls (cave automatic virtual environment) [4].”
BackgroundYang, X., Wu, J., Ma, Y., Yu, J., Cao, H., Zeng, A., Fu, R., Tang, Y., & Ren, Z. (2024) · Journal of Medical Internet Research · doi:10.2196/60845 · Cited by 93 · see citing works
“By incorporating VR into CBT, children can practice coping strategies in simulated real-life emotional and social scenarios, potentially enhancing outcomes [68].”
Extended Reality for the Clinical, Affective, and Social Neurosciences
Parsons, T. D., Gaggioli, A., & Riva, G. (2020) · Brain Sciences · doi:10.3390/brainsci10120922 · Cited by 62 · see citing works
“This work can be extended to XR platforms that offer an immersive, presence-inducing experience with a significant potential for mental health assessment and treatment [21].”
BackgroundHalkiopoulos, C., & Gkintoni, E. (2025) · Electronics · doi:10.3390/electronics14061110 · Cited by 60 · see citing works
The effectiveness of self-guided virtual-reality exposure therapy for public-speaking anxiety
Premkumar, P., Heym, N., Brown, D. J., Battersby, S., Sumich, A., Huntington, B., Daly, R., & Zysk, E. (2021) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2021.694610 · Cited by 57 · see citing works
Human Factors Research in Immersive Virtual Reality Firefighter Training: A Systematic Review
Wheeler, S. G., Engelbrecht, H., & Hoermann, S. (2021) · Frontiers in Virtual Reality · doi:10.3389/frvir.2021.671664 · Cited by 44 · see citing works
“…medical, educational, and manufacturing domains, such as the training of laparoscopic surgery (Alaker et al., 2016), in cognitive behavior therapy (Lindner, 2020), the creation of empathy in the user (Kilteni et al., 2012; Shin, 2018), or as a teaching tool in the manufacturing domain (Mujber et…”
BackgroundCognitive Behavior Therapy at the Crossroads
Blackwell, S. E., & Heidenreich, T. (2021) · International Journal of Cognitive Therapy · doi:10.1007/s41811-021-00104-y · Cited by 42 · see citing works
“Lindner (2020) provides an overview of one such example of an interface between technological advances and CBT, the use of virtual reality (VR) in therapy.”
BackgroundFagernäs, S., Hamilton, W., Espinoza, N., Miloff, A., Carlbring, P., & Lindner, P. (2021) · Internet Interventions · doi:10.1016/j.invent.2021.100370 · Cited by 38 · see citing works
“…Fodor et al., 2018; Wechsler et al., 2019) and new research has demonstrated efficacy also in an automated, gamified format (Donker et al., 2019, 2020; Freeman et al., 2018; Lindner et al., 2020b; Miloff et al., 2019) that makes more extensive use of the capabilities inherent to the technology,…”
BackgroundSelf-citationDigital health technologies and major depressive disorder
McIntyre, R. S., Greenleaf, W., Bulaj, G., Taylor, S. T., Mitsi, G., Saliu, D., Czysz, A., Silvesti, G., Garcia, M., & Jain, R. (2023) · CNS Spectrums · doi:10.1017/s1092852923002225 · Cited by 38 · see citing works
“As VR systems now becomemore accessible and affordable, there is potential for large-scale implementation and a paradigm shift in the development and dissemination of VR in clinical practice.(144)”
BackgroundJohansson, M., Romero, D., Jakobson, M., Heinemans, N., & Lindner, P. (2024) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2024.1233888 · Cited by 37 · see citing works
“Interventions using cue exposure in virtual reality (41) for smoking cessation have so far shown inconclusive effects (42).”
BackgroundSelf-citationBody and Time: Virtual Embodiment and its Effect on Time Perception
Unruh, F., Vogel, D. H. V., Landeck, M., Lugrin, J.-L., & Latoschik, M. E. (2023) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2023.3247040 · Cited by 33 · see citing works
“It has also been shown that VR therapy is effectively used in the treatment of a number of specific psychological disorders, e.g., post-traumatic stress disorders and anxiety disorders [22,40,73].”
BackgroundBzdúšková, D., Marko, M., Hirjaková, Z., Kimijanová, J., Hlavačka, F., & Riečanský, I. (2022) · Frontiers in Human Neuroscience · doi:10.3389/fnhum.2021.773091 · Cited by 35 · see citing works
“Future studies are needed to directly test this possibility since it has potentially important consequences for the therapy of acrophobia using VR (Lindner, 2021).”
BackgroundThe Influence of Avatar Embodiment on Time Perception - Towards VR for Time-Based Therapy
Unruh, F., Landeck, M., Oberdörfer, S., Lugrin, J.-L., & Latoschik, M. E. (2021) · Frontiers in Virtual Reality · doi:10.3389/frvir.2021.658509 · Cited by 31 · see citing works
“Virtual Reality (VR) therapy has been proven to be ef fi cient in treating a variety of speci fi c psychological disorders, e.g., speci fi c anxieties or post-traumatic stress disorders (Wallach et al., 2009; Gonçalves et al., 2012; Lindner, 2020).”
BackgroundPhubbing and its impact on the individual's psychological well-being
Garrido, E. C., Delgado, S. C., & Esteban, P. G. (2024) · Acta Psychologica · doi:10.1016/j.actpsy.2024.104388 · Cited by 28 · see citing works
Kahlon, S., Lindner, P., & Nordgreen, T. (2023) · Frontiers in Virtual Reality · doi:10.3389/frvir.2023.1240778 · Cited by 34 · see citing works
Self-citationAlsem, S. C., van Dijk, A., Verhulp, E. E., Dekkers, T. J., & de Castro, B. O. (2023) · Child Development · doi:10.1111/cdev.13966 · Cited by 23 · see citing works
Could Avatar Therapy Enhance Mental Health in Chronic Patients? A Systematic Review
Franco, M., Monfort-Vinuesa, C., Mesa, A. P., & Rincón, E. (2021) · Electronics · doi:10.3390/electronics10182212 · Cited by 23 · see citing works
“Despite the growth in virtual reality technology, therapies based on virtual reality in the clinical setting have not experienced the massive accessibility that recreational activities have seen, with mental health profes‐ sionals still having relatively low access to such devices [35].”
BackgroundMeta-Review on Brain-Computer Interface (BCI) in the Metaverse
HamlAbadi, K. G., Laamarti, F., & Saddik, A. E. (2024) · ACM Transactions on Multimedia Computing Communications and Applications · doi:10.1145/3696109 · Cited by 23 · see citing works
“The patient can simulate lifestyle changes to improve health management [7, 18, 63].”
InfluentialImpact assessment of implementing virtual reality in the Egyptian construction industry
Bakhoum, E. S., Younis, A. A., Aboulata, H. K., & Bekhit, A. R. (2023) · Ain Shams Engineering Journal · doi:10.1016/j.asej.2023.102184 · Cited by 20 · see citing works
Ong, T., Barrera, J. F., Sunkara, C., Soni, H., Ivanova, J., Cummins, M. R., Schuler, K. R., Wilczewski, H., Welch, B. M., & Bunnell, B. E. (2024) · Frontiers in Virtual Reality · doi:10.3389/frvir.2024.1332874 · Cited by 19 · see citing works
Mental health clients’ perspectives on telehealth-based virtual reality therapy
Ong, T., Ivanova, J., Soni, H., Barrera, J. F., Cummins, M. R., Welch, B. M., & Bunnell, B. E. (2025) · Frontiers in Virtual Reality · doi:10.3389/frvir.2025.1595326 · Cited by 21 · see citing works
Crone, C., & Kallen, R. W. (2024) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2024.100422 · Cited by 21 · see citing works
Tarng, W., Wu, Y.-J., Ye, L.-Y., Tang, C., Lu, Y., Wang, T., & Li, C.-L. (2024) · Electronics · doi:10.3390/electronics13142848 · Cited by 19 · see citing works
Ørskov, P. T., Lichtenstein, M. B., Ernst, M. T., Fasterholdt, I., Matthiesen, A. F., Scirea, M., Bouchard, S., & Andersen, T. E. (2022) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2022.991755 · Cited by 18 · see citing works
Rusmanto, R., Tomoliyus, T., Sulastion, A., Gazali, N., Abdullah, K. H., Gil‐Espinosa, F. J., & Setiawan, E. (2023) · Retos · doi:10.47197/retos.v50.100319 · Cited by 16 · see citing works
“VR is a sophisticated technology which has become more popular and has been used in several fields such as health (Asadzadeh, Samad-Soltani, Salahzadeh, RezaeiHachesu, 2021; Lindner, 2021; Peláez-Vélez, GactoSánchez & Martínez-Carrasco, 2023), employment (Ho, Wu & Yen, 2023 2023), education until sports (Hoyos, Yusti…”
MethodPopa, C. O., Sava, F. A., Muresan, S., Schenk, A., Cojocaru, C. M., Muntean, L. M., & Olah, P. (2022) · Frontiers in Psychology · doi:10.3389/fpsyg.2022.1008981 · Cited by 14 · see citing works
“…to the existing empirical evidence, CBT approaches are flexible and highly adaptable psychological interventions that knew a rapid development towards an integrative orientation that, beyond the traditional delivery, also embraced digital, Internet-based and VR-augmented programs (Lindner, 2021).”
BackgroundReview: Evidence-Based Psychosocial Treatments for Childhood Irritability and Aggressive Behavior
Kalvin, C. B., Zhong, J., Rutten, M. R., Ibrahim, K., & Sukhodolsky, D. G. (2024) · JAACAP Open · doi:10.1016/j.jaacop.2024.01.009 · Cited by 15 · see citing works
“Incorporating virtual reality in psychotherapy is a burgeoning direction of psychotherapy research, 107 and given high interest in technology among children, adding virtual reality to talk therapy has a potential to enhance engagement of youth in treatment.”
Virtual reality in adolescent mental health management under the new media communication environment
Xu, D., Liu, Y., Zeng, Y., & Liu, D. (2025) · Humanities and Social Sciences Communications · doi:10.1057/s41599-025-04528-1 · Cited by 14 · see citing works
“Lindner (2021) investigated the impact of VR on cognitive behavior therapy (CBT) for depression in adolescents.”
Lindner, P., Dafgård, P., Miloff, A., Andersson, G., Reuterskiöld, L., Hamilton, W., & Carlbring, P. (2021) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2021.645273 · Cited by 14 · see citing works
Self-citationSharma, A., Sharma, N., & Chahal, A. (2024) · Pain Management Nursing · doi:10.1016/j.pmn.2024.04.015 · Cited by 13 · see citing works
Multi-view Layout Design for VR Concert Experience
Kim, M., Lee, Y., & Lee, J. (2022) · ACM International Conference on Multimedia (ACM MM) · doi:10.1145/3503161.3548347 · Cited by 13 · see citing works
“• Consideration of VR motion sickness: Several researchers have mentioned that the movement of the head and the direction of the axis of movement in a VR HMD environment affect motion sickness [10, 17, 19].”
BackgroundLin, Z., Yang, Z., & Yuan, J. (2024) · Heritage Science · doi:10.1186/s40494-024-01520-x · Cited by 11 · see citing works
Martins, S., & Vairinhos, M. (2023) · Virtual Worlds · doi:10.3390/virtualworlds2040018 · Cited by 6 · see citing works
“The digital medium not only allows for realistic exposure to fears but also provides unique opportunities for presenting phobic stimuli and facilitating controlled confronta-tions with these triggers, which may be impractical or impossible in real-world scenarios [7].”
BackgroundDescribing the Experiences of Students with ADHD Learning Science Content with Emerging Technologies
Hite, R. L., Childers, G. M., Jones, M. G., Corin, E. N., & Pereyra, M. (2021) · Journal of science education for students with disabilities · doi:10.14448/jsesd.13.0012 · Cited by 11 · see citing works
Technology-based cognitive behavioral therapy interventions
Newby, J. M., Upton, E., Mason, E., & Black, M. (2024) · Psychiatric Clinics of North America · doi:10.1016/j.psc.2024.02.004 · Cited by 11 · see citing works
Affective States and Virtual Reality to Improve Gait Rehabilitation: A Preliminary Study
Rodríguez, J., Del-Valle-Soto, C., & Gonzalez-Sanchez, J. (2022) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph19159523 · Cited by 10 · see citing works
Yaw, Q. P., Loh, Y. L., Lee, R., Ang, W. W., Lau, Y., & Wong, S. H. (2025) · Virtual Reality · doi:10.1007/s10055-025-01134-z · Cited by 8 · see citing works
“The VR devices can capture real-time and automated data during simulations for therapists (Lindner 2021; Mantovani et al. 2020).”
Systematic review of virtual reality's uses on vocabulary learning in higher education
Alhawsawi, S., & Alzaid, F. (2025) · Smart Learning Environments · doi:10.1186/s40561-025-00414-0 · Cited by 8 · see citing works
“The release of mobile VR devices like Samsung Gear VR and Oculus Go signaled the shift towards freestanding headsets, influencing the industry towards more affordable and accessible VR solutions (Lindner, 2021).”
Changing Biased Interpretations in CBT: A Brief History and Overview
Woud, M. L., & Hofmann, S. G. (2023) · CBT: science into practice · doi:10.1007/978-3-031-23650-1_12 · Cited by 8 · see citing works
Xianpin, Z. (2022) · Computational Intelligence and Neuroscience · doi:10.1155/2022/7260894 · Cited by 8 · see citing works
“…data with joint point category and position annotation, and finally obtains a model that can predict the position and category of human joint points [17]. existing deep learning models mainly include convolutional neural networks (CNNs), recurrent neural networks (RNNs), restricted Boltzmann…”
Shchory, S., Nitzan, K., Harpaz, G., & Doron, R. (2024) · Virtual Reality · doi:10.1007/s10055-023-00925-6 · Cited by 7 · see citing works
“This technology is distinguished from other medias by its ability to produce an immersive experience, characterized by a powerful sense of presence in the situation, a feature that disconnects its users from their current surroundings and reality at once (Riva et al. 2015; Lindner 2021).”
Kiuchi, K., Umehara, H., Irizawa, K., Kang, X., Nakataki, M., Yoshida, M., Numata, S., & Matsumoto, K. (2024) · Healthcare · doi:10.3390/healthcare12131287 · Cited by 10 · see citing works
“Second, psychotherapy based on virtual reality (VR) has been implemented [12].”
BackgroundTacca, C., Kerr, B. A., McLamb, C., Ridgway, K. L., & Friis, E. A. (2024) · Frontiers in Virtual Reality · doi:10.3389/frvir.2024.1281017 · Cited by 8 · see citing works
MeetingBenji: Tackling Cynophobia with Virtual Reality, Gamification, and Biofeedback
Alves, I., & Esteves, A. (2024) · ACM Symposium on Virtual Reality Software and Technology (VRST) · doi:10.1145/3641825.3687747 · Cited by 6 · see citing works
“Additionally, the need for regular clinic visits is leading to low commitment in the execution of the proposed tasks [5, 27].”
Ernst, M. T., Bouchard, S., Andersen, T. E., Ørskov, P. T., Tarp, K., & Lichtenstein, M. B. (2024) · JMIR Formative Research · doi:10.2196/55679 · Cited by 6 · see citing works
“Compared to traditional exposure methods, VR exposure holds several clinical advantages [22,23], such as increased control over situational elements, the opportunity to conduct the treatment in the comfort and security of a therapeutic room, increased motivation, or the opportunity to engage in…”
BackgroundChang, C., & Chien, W.-C. (2024) · Lecture notes in computer science · doi:10.1007/978-3-031-60405-8_20 · Cited by 6 · see citing works
Arrom-Llabrés, M., Mendoza-Medialdea, M. T., & Gutiérrez-Maldonado, J. (2025) · Applied Sciences · doi:10.3390/app15063334 · Cited by 5 · see citing works
“This “safer” feeling has been previously linked to greater patient commitment to VR therapy [38], lowering the chances of dropouts.”
Systematic Literature Review of Machine Learning in Virtual Reality and Augmented Reality
Sindu, I. G. P., Hartati, R. S., Sudarma, M., & Gunantara, N. (2023) · Jurnal Nasional Pendidikan Teknik Informatika (JANAPATI) · doi:10.23887/janapati.v12i1.60126 · Cited by 14 · see citing works
“The main goal of VR is to provide a highly immersive experience that makes you feel like you are actually in a digital environment [2].”
BackgroundImpact of Metaverse in the Near ‘Future’
Gupta, P., Bhadani, K., Bandyopadhyay, A., Banik, D., & Swain, S. (2023) · International Conference on Intelligent Engineering and Management (ICIEM) · doi:10.1109/iciem59379.2023.10166025 · Cited by 5 · see citing works
“Since 2017, major strides in the integration of Virtual Reality and Cognitive Behavioral Therapy have been made, focusing on how to tailor the experience to suit each individual patient [7].”
BackgroundVirtual emotions and Criminal Law
González-Tapia, M. I. (2023) · Frontiers in Psychology · doi:10.3389/fpsyg.2023.1260425 · Cited by 9 · see citing works
“VR is widely used for training and to promote mental health and personal well-being ( Cf. Lindner, 2021), although there is still no consensus regarding its long-term effectiveness and consequences.”
MethodInfluentialKahlon, S., Gjestad, R., Lindner, P., & Nordgreen, T. (2023) · Cognitive Behaviour Therapy · doi:10.1080/16506073.2023.2281243 · Cited by 6 · see citing works
“Virtual Reality Exposure Therapy (VRET) can create a virtual environment that makes exposure situations readily available for the patients, as well as the therapist (Lindner, 2020).”
BackgroundSelf-citationFradette, M.-J., Azrak, J., Cousineau, F., Désilets, M., & Dumais, A. (2025) · BioMedInformatics · doi:10.3390/biomedinformatics5030048 · Cited by 4 · see citing works
“Building on these advances, the integration of real-time physiological monitoring directly into VRET shows considerable potential [32].”
Using iVR to deliver optimal psychotherapy experience—current perspectives on VRET for acrophobia
Varšová, K. K., & Juřík, V. (2024) · Frontiers in Psychology · doi:10.3389/fpsyg.2024.1491622 · Cited by 6 · see citing works
Virtual Reality in the treatment of depression; what therapeutic strategies does VR target?
Freher, N. K., van Bennekom, M. J., Bexkens, A., Veling, W., & Bockting, C. (2025) · Journal of Affective Disorders Reports · doi:10.1016/j.jadr.2025.100912 · Cited by 6 · see citing works
What if Virtual Reality could be used as a Tool in Positive Psychotherapy in Brazil?
Kunst, M. H., Teixeira, J. M., Peres, F. F. F., & Maurício, C. R. M. (2024) · Symposium on Virtual and Augmented Reality (SVR) · doi:10.1145/3691573.3691609 · Cited by 4 · see citing works
“After The use of narratives makes VR experience more interactive and influences the way people see themselves and deal with their problems [18].”
PhobeeVR – Design and Development of a Virtual Reality Serious Game for People with Phobias
Ramalhoto, M., Martins, S., & Vairinhos, M. (2024) · SeGAH ... IEEE ... International Conference on Serious Games and Applications for Health/IEEE International Conference on Serious Games and Applications for Health · doi:10.1109/segah61285.2024.10639582 · Cited by 4 · see citing works
“The immersive and digital nature of VR enables the recreation of exposure situations, providing a realistic experience in a safe, controlled, and customizable setting [12], [13].”
BackgroundVirtual Reality Exposure Therapy
Turman, M. L., Olden, M., Emrich, M., & Difede, J. (2024) · CBT: science into practice · doi:10.1007/978-3-031-72720-7_4 · Cited by 5 · see citing works
Bell, I. H., Li, C., Thompson, A., Ellinghaus, C., O’Sullivan, S., Reynolds, K. A., Wadley, G., Liu, Y., Bendall, S., Gleeson, J., et al. (2025) · JMIR Mental Health · doi:10.2196/70160 · Cited by 3 · see citing works
“The past decade has seen a rapid increase in the number of studies exploring the use of VR for the treatment of mental disorders [2,16].”
Bettahi, L., Remacle, A., Schyns, M., Etienne, E., Etienne, A.-M., & Leclercq, A. (2026) · Frontiers in Virtual Reality · doi:10.3389/frvir.2026.1755571 · Cited by 3 · see citing works
IJdema, T., Laceulle, O. M., Dibbets, P., & Korrelboom, K. (2023) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2023.100311 · Cited by 3 · see citing works
Lewis-Fung, S. E., Tchao, D., Gray, H. G., Nguyen, E., Pardini, S., Harris, L. R., Calabia, D., & Appel, L. (2023) · Frontiers in Virtual Reality · doi:10.3389/frvir.2023.1209535 · Cited by 3 · see citing works
Use of Virtual Reality (VR) and AI in Therapeutic Settings
Singha, R., & Singha, S. (2025) · Advances in psychology, mental health, and behavioral studies (APMHBS) book series · doi:10.4018/979-8-3693-9341-3.ch015 · Cited by 3 · see citing works
Exploring Peak Experiences through Multi-Sensory Extended Reality
Thaker, S., Heitmayer, M., & Hanley, T. (2025) · ACM International Conference on Interactive Media Experiences · doi:10.1145/3706370.3731932 · Cited by 3 · see citing works
“Visuals can contribute to raising the intensity of an experience, which may in turn have therapeutic outcomes as we increasingly see in VR-based treatment protocols [31].”
Virtanen, L., Kaihlanen, A., Isola, A.-M., Laukka, E., & Heponiemi, T. (2021) · Sosiaalilääketieteellinen Aikakauslehti · doi:10.23990/sa.107405 · Cited by 3 · see citing works
Van, M., Wong, J. O. Y., Soni, A., Huynh, B., Arora, S., Mann, J. I., Wallsworth, C., Wong, L., Mortenson, W. B., Lim, A., et al. (2026) · Frontiers in Dementia · doi:10.3389/frdem.2026.1735564 · Cited by 1 · see citing works
“…more effectively than television because of its ability to allow first-person perspective observation while incorporating social cues and spatially adapted multisensory experiences that create a physical sense of presence within the scenario (Dang et al., 2018; Lindner, 2021; Yoo and Ohu, 2024).”
Weng, A. K.-W., Chang, H., & Lai, K. (2023) · IEEE International Conference on Consumer Electronics - Berlin (ICCE-Berlin) · doi:10.1109/icce-berlin58801.2023.10375685 · Cited by 2 · see citing works
“These virtual characters can remind patients of the therapeutic context and convey psychoeducational information while adding a positive emotional element, which can alleviate symptoms of acrophobia and arachnophobia [48-50].”
BackgroundOmoboye, M., Eneh, N. E., & Titor-Addingi, M. C. (2024) · World Journal of Advanced Research and Reviews · doi:10.30574/wjarr.2024.21.2.0635 · Cited by 2 · see citing works
Gagliardi, M., & Markowski, M. (2024) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2024.100440 · Cited by 2 · see citing works
Research on the Application of Virtual Reality in Mass Communication
Jin, X. (2022) · Advances in Social Science, Education and Humanities Research/Advances in social science, education and humanities research · doi:10.2991/assehr.k.220105.124 · Cited by 2 · see citing works
Measuring Anxiety Levels with Head Motion Patterns in Severe Depression PopulationPreprint
Boutaleb, F., Pierson, E., Doudeau, N., Nineuil, C., Amad, A., & Daoudi, M. (2025) · arXiv (Cornell University) · doi:10.48550/arxiv.2502.08813 · Cited by 2 · see citing works
“Head movements are significant nonverbal indicators for behavioral analysis and are well studied, as they are easy to track in virtual reality environments [25] or dyadic interactions [31].”
Sviridova, M. K., & Ershova, R. V. (2025) · Психолог · doi:10.25136/2409-8701.2025.4.75119 · Cited by 1 · see citing works
Digital Mental Health Treatments for Depression
Ramos, G., Karyotaki, E., Mohr, D. C., & Schueller, S. M. (2025) · Psychiatric Clinics of North America · doi:10.1016/j.psc.2025.08.023 · Cited by 1 · see citing works
Ilioudi, M., Steingrímsson, S., Wallström, S., Thunström, A. O., Lindner, P., Ioannou, M., Falk, Ö., & Ali, L. (2025) · JMIR Formative Research · doi:10.2196/75961 · Cited by 1 · see citing works
“Despite decades of research support for its clinical application, it has only recently begun to be incorporated into real-world health care [1].”
InfluentialSelf-citationMassanneck, S., Seizer, L., Schmitt, N. N., Pascher, A., & Löchner, J. (2026) · Internet Interventions · doi:10.1016/j.invent.2026.100920 · Cited by 1 · see citing works
Chiappa, G. D., Atzeni, M., & Rashidin, M. S. (2026) · Italian Journal of Marketing · doi:10.1007/s43039-026-00129-1 · Cited by 1 · see citing works
“VR offers an immersive and interactive digital experience designed to replicate real or imagined environments (Lindner, 2021), and it has found applications across a variety of sectors, including agriculture, education, retail, tourism, and sports (Hamad & Bochen, 2022).”
Can You Feel What I Feel? Leveraging aesthetics in visual and spatial audio VR experience
Gloor, R., Corness, G., Marshack, R., & Paolucci, A. (2023) · Electronic workshops in computing · doi:10.14236/ewic/eva2023.21 · Cited by 1 · see citing works
A Systematic Literature Review for Proposal of Therapeutic Possibilities of AR Beauty Apps
Lee, S. E., Kim, J. Y., & Lee, K. (2023) · International Journal of Costume and Fashion · doi:10.7233/ijcf.2023.23.1.016 · Cited by 1 · see citing works
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Doğan, U., Sarıcaoğlu, H., Sinem, A. C. A. R., Türkçapar, M. H., Sağkal, A. S., Büyüköksüz, E., Erözkan, A., Zeybek, S. U., Üzmez, H., Dağılgan, E. B., et al. (2025) · Current Psychology · doi:10.1007/s12144-025-07376-z · Cited by 1 · see citing works
Lahmann, N., Hocquel-Hans, M., & Strube‐Lahmann, S. (2024) · Springer eBooks · doi:10.1007/978-3-662-70189-8_13 · Cited by 1 · see citing works
Taylor, L. C., Ranaldi, H., Amirova, A., Zhang, L., Ahmed, A., & Dibb, B. (2021) · doi:10.2196/preprints.34407
Improve your skills with virtual reality
Alsem, S. C. (2023) · doi:10.33540/1649
Targeting avoidant behaviors in social anxiety and agoraphobia using 360 degree immersive videosPreprint
Libera, C. D., Krings, A., & Quertemont, É. (2023) · doi:10.31219/osf.io/m7w5q
Cárdenas‐López, G., Durón-Figueroa, R., & Quero, S. (2023) · Frontiers in Virtual Reality · doi:10.3389/frvir.2023.1158427
“This approach could be more accessible and acceptable, as users could benefit from these programs fromhome, considering that VR-based programs are typically carried out in the office (Wiederhold & Riva, 2019; Linder, 2021).”
BackgroundWeng, A. K.-W., Chang, H., & Lai, K. (2023) · IEEE International Conference on Consumer Electronics - Berlin (ICCE-Berlin) · doi:10.1109/icce-berlin58801.2023.10375634 · Cited by 3 · see citing works
“These virtual characters can remind patients of the therapeutic context and convey psychoeducational information while adding a positive emotional element, which can alleviate symptoms of acrophobia and arachnophobia [48-50].”
BackgroundEditorial: Digital tools for relaxation and stress management: use, effectiveness and implementation
Bernaerts, S., & Lindner, P. (2024) · Frontiers in Digital Health · doi:10.3389/fdgth.2024.1366065
Self-citationNegative Emotions From Virtual Reality Usage: A Preliminary Exploratory Study Using Online Forums
Fang, E., Sivaramakrishnan, A., & Chen, K. (2024) · Proceedings of the Human Factors and Ergonomics Society Annual Meeting · doi:10.1177/10711813241275079
Virtual Reality in Clinical Mental Health
Stone, J. (2025) · doi:10.1002/9781394278480.ch7
Painuly, V., Kavitha, R., & Ravela, R. R. (2024) · International Conference on Sustainable Computing and Integrated Communication in Changing Landscape of AI (ICSCAI) · doi:10.1109/icscai61790.2024.10866269
Exploring a Virtual Reality Two-Chair Counseling Technique for Middle-Aged Men
Kwak, Y.-J., Son, J.-V., Kim, S.-M., & Kim, E. (2025) · Journal of Digital Contents Society · doi:10.9728/dcs.2025.26.2.525
Ilioudi, M., Steingrímsson, S., Wallström, S., Thunström, A. O., Lindner, P., Ioannou, M., Falk, Ö., & Ali, L. (2025) · doi:10.2196/preprints.75961
Self-citationGeng, S., Shimojima, G., Yang, C.-L., Sramek, Z., Norihama, S., Takano, A., Hosio, S. J., & Yatani, K. (2025) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3711103
“Virtual Reality (VR) can also help synthesize the preferred environment for treatment and conduct exposure therapy [48, 88].”
Saba, P., Qi, H., Ye, Z., & Chen, I. (2025) · International Journal of Cognitive Behavioral Therapy · doi:10.1007/s41811-025-00256-1
“…behavioral therapy (CBT) is considered the leading therapy, and more problem-solving and its sessions are widely used to control media-driven anger and anger-related problems in a mechanistic way (Lindner and Better, 2020; Lindenberg et al., 2022; Reilly & Shopshire, 2019; Saba et al., 2023).”
Choi, M., Hwang, H., Seong, G., Lee, D., & Jung, Y. (2025) · 신경정신의학 · doi:10.4306/jknpa.2025.64.2.84
- Authors
- Lindner, P.
- Affiliations
- Region Stockholm (SE)
- Corresponding author
- Lindner, Philip
- ORCID
- Lindner, Philip
- Venue
- International Journal of Cognitive Therapy
- Published
- 2020-10-20
- Volume
- 14
- Issue
- 1
- Pages
- 23-46
- ISSN
- 1937-1209 (ISSN-L)
- 1937-1217
- OpenAlex
- W3093847664
- Semantic Scholar
- f6bc7da21bcb63e0a542b5762a0a47d2df138d1b
- Cited by
- 120
- References
- 136
- Citations by year
- 2026: 19 · 2025: 28 · 2024: 30 · 2023: 24 · 2022: 7 · 2021: 11 · 2020: 1
- FWCI
- 7.83
- Type
- journal article
- Language
- en
- Open access
- hybrid
- doi.org
- Locations
- International Journal of Cognitive Therapy (publishedVersion, cc-by)
- Funders
- Karolinska Institutet
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
- Social Sciences › Psychology › Clinical Psychology › Psychotherapy Techniques and Applications
- Keywords
- virtual reality, cognitive behavioral therapy, immersive technologies, embodiment, gamification, immersive storytelling, psychotherapy
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