Treating childhood social anxiety disorder with virtual environments and serious games: a randomized trial
Open accessAbstract
Disseminating efficacious psychological treatments remains a challenge for researchers and clinicians. In the case of social anxiety disorder (SAD), Social Effectiveness Therapy for Children (SET-C) has been demonstrated as an efficacious intervention, but elements of the protocol, such as peer generalization sessions, remain challenging to conduct in typical clinical settings. To address this need, we developed an artificially intelligent, web-based application, Pegasys-VR™, designed to replace peer generalization sessions and enhance homework compliance. The feasibility of Pegasys-VR™ was tested in a randomized controlled trial in comparison to SET-C. The results indicated that both programs were equally efficacious in decreasing anxiety and improving social skill in social encounters. Sixty-three percent (63%) of children treated with SET-C and 60% treated with Pegasys-VR™ did not meet diagnostic criteria for SAD at posttreatment. Pegasys-VR™ is a feasible, efficacious, and dissemination-friendly element of a comprehensive treatment program for social anxiety disorder in children.
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The findings of this study cannot be generalised to the younger population due to the inclusion of only one study involving participants under 18.
“However, the findings of this study cannot be generalised to the younger population due to the inclusion of only one study involving participants under 18 (20).”
From A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression (2023) · cites this paper as [20]
The Method (SET-C vs Pegasys-VR™ Feasibility Trial; page unavailable) says trial participants had to be 7–12 years old, so this was a study of children, not a study with just one included study involving people under 18. The Discussion (page unavailable) says the intervention was designed for pre-adolescent children and cautions instead that its content may be less relevant to older adolescents. (LLM, conf=0.88)
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Experimental — accuracy not yet measuredTechnology-based interventions can improve homework compliance, boost participation, and offer engaging and flexible therapy platforms.
“These tools can improve homework compliance, boost participation, and offer engaging and flexible therapy platforms, such as virtual reality or videoconferencing [97,98].”
From The risks versus the benefits of pharmacological intervention in social anxiety disorder in children (2025) · cites this paper as [98]
The Technology to Assist in the Acquisition of Social Skills and Method > Pegasys-VR™ sections describe an interactive virtual environment with game-based homework, supporting the claim that it offers an engaging therapy platform. The paper does not establish improved homework compliance or participation: it says compliance with an earlier version remained unsatisfactory, and the revised trial does not report an improvement in either outcome. It studies virtual environments, not videoconferencing; page numbers are unavailable in our copy. (LLM, conf=0.86)
Experimental — accuracy not yet measuredResearch demonstrates the feasibility of integrating self-management features within VR interventions.
“Research unequivocally demonstrates the feasibility of integrating self-management features within VR interventions, ultimately empowering individuals to take charge of their treatment journey and interact with the intervention at their own pace and convenience (20, 21).”
From A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression (2023) · cites this paper as [20]
The Method (Pegasys-VR™) describes VR-based homework games and free play, and the Discussion reports initial feasibility of replacing some in-person treatment components. This supports integrating features for independent practice, but the paper does not establish that participants could manage their overall treatment or use the intervention at their own pace and convenience; treatment retained scheduled sessions. (LLM, conf=0.83)
Experimental — accuracy not yet measuredVR interventions have been utilized to create virtual environments that simulate traumatic events, facilitating exposure therapy and desensitization to trauma-related triggers.
“VR interventions have been utilized to create virtual environments that simulate traumatic events, facilitating exposure therapy and desensitization to trauma-related triggers (20).”
From A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression (2023) · cites this paper as [20]
The Method (Pegasys-VR™; page unavailable) describes virtual environments for practicing social interactions and separate in vivo exposure sessions for children with social anxiety. It does not describe simulated traumatic events or desensitization to trauma-related triggers; the virtual environments were used for peer practice, not the exposure sessions. (LLM, conf=0.88)
Experimental — accuracy not yet measuredOut of 15 included studies, seven focused on VRET, one on IM-VR-CBT, four on VRS, one on VR-DTB, and three implemented VR intervention aimed at relaxation.
“Out of the 15 studies included, seven focused on VRET (10–12, 20, 32, 42, 44), one on IM-VR-CBT (24), four on VRS (7, 8, 20, 21), one on VR-DTB (9) and three implemented VR intervention aimed at relaxation (13, 41, 43).”
From A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression (2023) · cites this paper as [20]
The Method section (Pegasys-VR™, page unavailable) confirms that this is a study using virtual environments and virtual characters for social-skills practice, supporting its inclusion as a VR intervention study. It does not establish the citing paper’s counts across 15 studies, and it describes the exposure sessions as in vivo rather than virtual-reality exposure; the VRET classification is therefore not supported by this source. (LLM, conf=0.86)
Experimental — accuracy not yet measured
One VRET intervention conducted in a group setting using mobile serious games reported a significant decrease in SAD symptoms among 60% of the treated children.
“One unique VRET intervention was conducted in a group setting using mobile serious games, which reported a significant decrease in SAD symptoms among 60% of the treated children (20).”
From A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression (2023) · cites this paper as [20]
The Technology section describes a serious game used on an internet-connected iPad, and the Method describes group social-skills sessions alongside individual exposure. Results > Posttreatment Diagnosis reports that 60% of Pegasys-VR-treated children no longer met SAD diagnostic criteria. That percentage is not a finding that 60% had a statistically significant decrease in symptoms; the reported significant anxiety reductions were assessed across participants. (LLM, conf=0.90)
Experimental — accuracy not yet measuredThe results of the review indicate that VRET, CBT-VR interventions, VRS, as well as other psychotherapeutic approaches like VR-DBT and VR-MBI, have shown significant improvements in symptoms of GAD, PSA, SAD, anxiety, depression, and difficulties with emotion regulation following treatment.
“The results of the review indicate that VRET, CBT-VR interventions, VRS, as well as other psychotherapeutic approaches like VR-DBT and VR-MBI, have shown significant improvements in symptoms of GAD, PSA, SAD, anxiety, depression, and difficulties with emotion regulation following treatment (9, 20, 24, 32).”
From A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression (2023) · cites this paper as [20]
The Discussion reports statistically significant pre-to-posttreatment improvement in children with social anxiety disorder receiving Pegasys-VR™, and the Results report significant improvement in both treatment groups. This randomized trial supports that part of the citing sentence, but it does not establish improvements across the other listed disorders, symptoms, and VR-based approaches. (LLM, conf=0.88)
Experimental — accuracy not yet measuredTwelve of the 15 included studies found a positive treatment outcome, evidenced by a statistical decrease in symptoms of depression.
“Twelve studies found a positive treatment outcome, as evidenced by a statistical decrease in symptoms of depression (7–13, 20, 24, 32, 41, 42).”
From A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression (2023) · cites this paper as [20]
The Results section reports outcomes of a childhood social anxiety trial, and the Discussion reports changes in social anxiety diagnosis—not a count of studies with reduced depression symptoms. Searches for the twelve-study finding and for depressive symptoms found no passage in our copy supporting the claimed count or outcome. Page numbers were not available. (LLM, conf=0.76)
Experimental — accuracy not yet measured
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References 37 · Cited by 49
Research works printed but not linked: 2
- Guy W (Ed.). (1976). ECDEU assessment manual for psychopharmacology, revised (pp. 218– 222). Rockville, MD: U.S. Department of Health and Human Services, Public Health Service, Alcohol Drug Abuse and Mental Health Administration, NIMH Psychopharmacology Research Branch.
- Silverman WK, & Albano AM (2004). Anxiety Disorders Interview Schedule-Child and Parent Version. Oxford University Press.
- Authors
- Beidel, D. C., Tuerk, P. W., Spitalnick, J., Bowers, C. A., & Morrison, K.
- Affiliations
- University of Virginia (US)
- University of Central Florida (US)
- Venue
- Behavior Therapy
- Publisher
- Elsevier BV
- Published
- 2021-11
- Volume
- 52
- Issue
- 6
- Pages
- 1351-1363
- ISSN
- 0005-7894 (ISSN-L)
- PMC
- PMC8531536
- OpenAlex
- W3138638024
- Cited by
- 49
- References
- 37
- Citations by year
- 2026: 12 · 2025: 12 · 2024: 11 · 2023: 11 · 2022: 2 · 2021: 1
- FWCI
- 6.03
- Type
- journal article
- Language
- en
- Open access
- bronze
- doi.org
- Licence
- Locations
- Behavior Therapy (acceptedVersion)
- PubMed (publishedVersion)
- PubMed Central (acceptedVersion)
- Funders
- National Institute of Mental Health (2R42MH0940)
- Topics
- Social Sciences › Psychology › Experimental and Cognitive Psychology › Anxiety, Depression, Psychometrics, Treatment, Cognitive Processes
- Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
- Social Sciences › Psychology › Clinical Psychology › Child and Adolescent Psychosocial and Emotional Development
- Keywords
- virtual reality, serious games, homework compliance, social skills, treatment dissemination, online intervention
- MeSH terms
- Phobia, Social, Anxiety Disorders, Child, Child Behavior Disorders, Humans, Treatment Outcome, Social Skills
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