The DOI matches its Crossref record; 187 of the 189 references it cites were found in a registry or an index.
Is clinical virtual reality ready for primetime?
Abstract
OBJECTIVE: Since the mid-1990s, a significant scientific literature has evolved regarding the outcomes from the use of what we now refer to as clinical virtual reality (VR). This use of VR simulation technology has produced encouraging results when applied to address cognitive, psychological, motor, and functional impairments across a wide range of clinical health conditions. This article addresses the question, "Is clinical VR ready for primetime?" METHOD: After a brief description of the various forms of VR technology, we discuss the trajectory of clinical VR over the last 20 years and summarize the basic assets that VR offers for creating clinical applications. The discussion then addresses the question of readiness in terms of the theoretical basis for clinical VR assets, the research to date, the pragmatic factors regarding availability, usability, and costs of clinical VR content/systems, and the ethical issues for the safe use of VR with clinical populations. RESULTS: Our review of the theoretical underpinnings and research findings to date leads to the prediction that clinical VR will have a significant impact on future research and practice. Pragmatic issues that can influence adoption across many areas of psychology also appear favorable, but professional guidelines will be needed to promote its safe and ethical use. CONCLUSIONS: Although there is still much research needed to advance the science in this area, we strongly believe that clinical VR applications will become indispensable tools in the toolbox of psychological researchers and practitioners and will only grow in relevance and popularity in the future. (PsycINFO Database Record
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“Exposure therapy within VR has shown promising results in treating various mental health conditions.”
From A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression (2023) · cites this paper as [26]
In the citing paper
“It has been particularly effective in treating phobias and post-traumatic stress disorder (26).”
From A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression (2023) · cites this paper as [26]
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“VR creates immersive and interactive environments that allow individuals to confront anxiety-inducing situations in a safe and controlled manner (26).”
From A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression (2023) · cites this paper as [26]
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The Landscape of Virtual Reality Use in Mobility Rehabilitation from 2010–2023: A Scoping Review
Felsberg, D. T., Pousti, R., Howard, C. K., Ross, S. E., Raisbeck, L. D., McGuirt, J. T., & Rhea, C. K. (2025) · Technologies · doi:10.3390/technologies13050167 · Cited by 5
Kocur, M., Henze, N., & Schwind, V. (2021) · University of Regensburg Publication Server (University of Regensburg) · doi:10.5283/epub.45543 · Cited by 5
User-Agent Bond in Generalizable Environments: Long-Term Risk-Reduction via Nudged Virtual Choices
Wang, L., Christensen, J. L., Smith, B. J., Gillig, T. K., Jeong, D. C., Liu, M., Appleby, P. R., Read, S. J., & Miller, L. C. (2021) · Frontiers in Psychology · doi:10.3389/fpsyg.2021.695389 · Cited by 7
“…visual, acoustic, etc.) through which users re-imagine and experience trauma triggering events with a trained therapist (see Rizzo et al., 2014; Rizzo and Koenig, 2017) or just work through challenging situations with intelligent agent mentors/guides (e.g., Marsella et al., 2000; Christensen…”
BackgroundVirtual Reality Exposure Therapy
Bender, S. M., & Broderick, M. (2021) · Springer eBooks · doi:10.1007/978-3-030-82547-8_4 · Cited by 7
Liu, X., Chau, K. Y., Chan, H. S., & Wan, Y. (2021) · Advances in medical technologies and clinical practice book series · doi:10.4018/978-1-7998-8790-4.ch001 · Cited by 5
Kantola, M., Ilves, O., Honkanen, S., Hakonen, H., Yli-Ikkelä, R., Köyhäjoki, A., Anttila, M.-R., Rintala, A., Korpi, H., Sjögren, T., et al. (2024) · Journal of Aging and Physical Activity · doi:10.1123/japa.2023-0217 · Cited by 5
Systematic Representative Design and Clinical Virtual Reality
Mozgai, S., Hartholt, A., & Rizzo, A. (2019) · Psychological Inquiry · doi:10.1080/1047840x.2019.1693873 · Cited by 5
“…to the predecessor field of aviation simulation technology (Jentsch & Curtis, 2017) and an earlier detailing of these assets relevant to neuropsychology appeared in Rizzo, Schultheis, Kerns, and Mateer (2004) and more recently (for both research and clinical practice) in Rizzo and Koenig (2017).”
BackgroundIntroduction to Virtual Reality
Preim, B., Raidou, R. G., Smit, N. N., & Lawonn, K. (2023) · Elsevier eBooks · doi:10.1016/b978-0-12-822962-0.00022-5 · Cited by 6
Settling the Score: Virtual Reality as a Tool to Enhance Trauma-Focused Therapy for PTSD
Rizzo, A., Hartholt, A., & Mozgai, S. (2024) · Springer eBooks · doi:10.1007/978-3-031-56537-3_14 · Cited by 5
Vaezipour, A., Aldridge, D., Wall, K. J., Koenig, S. T., & Theodoros, D. (2019) · IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) · doi:10.1109/ismar-adjunct.2019.00043 · Cited by 5
“VR is a computer-generated simulation of a three-dimensional environment that can be interacted with using laptops/desktop computers (non-immersive) or head-mounted displays, sensors and hand controllers (immersive) [7].”
BackgroundBrown, G. G., Anderson, V. A., Bigler, E. D., Chan, A. S.-Y., Fama, R., Grabowski, T. J., & Zakzanis, K. K. (2017) · Neuropsychology · doi:10.1037/neu0000450 · Cited by 5
Next Generation Virtual Reality Exposure Therapy Systems - A Study exploring Design Implications
Koller, M., Schäfer, P., Sich, M., Diemer, J., Müller, M., & Meixner, G. (2018) · IEEE International Conference on Intelligent Systems · doi:10.1109/is.2018.8710504 · Cited by 5
“Rizzo and Koenig conclude that this advance in technology and the public awareness of VR will foster its application in clinical use-cases and will have major impact in therapy and research [24].”
BackgroundVirtual Reality as a Research Method in Criminology
Cornet, L. J. M., & van Gelder, J. (2021) · The Encyclopedia of Research Methods in Criminology and Criminal Justice · doi:10.1002/9781119111931.ch174 · Cited by 5
Johansen, T. E. B., Matre, M., Løvstad, M., Olsen, A., Lund, A. D., Martinsen, A. C. T., Becker, F., Brunborg, C., Rizzo, A., Spikman, J. M., et al. (2025) · Archives of Physical Medicine and Rehabilitation · doi:10.1016/j.apmr.2025.07.005 · Cited by 7
The influence of complex classroom noise on auditory selective attention
Breuer, C., Schmitt, R. H., Leist, L., Fremerey, S., Raake, A., Klatte, M., & Fels, J. (2025) · Scientific Reports · doi:10.1038/s41598-025-18232-2 · Cited by 4
Zielasko, D., Rehling, B., von Dawans, B., & Domes, G. (2026) · Virtual Reality · doi:10.1007/s10055-026-01335-0 · Cited by 5
“However, despite its advantages, prolonged exposure to XR can introduce physiological and cognitive challenges, including motion sickness, fatigue, and stress responses, which may impact performance and well-being (Parsons et al, 2017; Rizzo et al, 2017).”
Creating safe environments for children: prevention of trauma in the Extended Verse
Jane Patel, N. (2025) · Empathic Computing · doi:10.70401/ec.2025.0003 · Cited by 4
Daineko, Y. A., & Seitnur, A. (2025) · Procedia Computer Science · doi:10.1016/j.procs.2025.07.232 · Cited by 6
Continuous Interaction for a Virtual Reality Exposure Therapy System
Koller, M., Rauh, S. F., Lundstom, A., Bogdan, C., & Meixner, G. (2020) · IEEE International Conference on Healthcare Informatics (ICHI) · doi:10.1109/ichi48887.2020.9374379 · Cited by 4
“Among these emerging fields of application is clinical VR [2].”
BackgroundWender, C. L. A., DeLuca, J., & Sandroff, B. M. (2022) · NeuroSci · doi:10.3390/neurosci3020015 · Cited by 4
Clinical applications of extended reality
Khan, S. (2023) · Elsevier eBooks · doi:10.1016/b978-0-323-98381-5.00013-1 · Cited by 4
Acrophobia and consumer-based automated virtual reality cognitive behavior therapy
Donker, T., & Heinrichs, M. (2023) · Elsevier eBooks · doi:10.1016/b978-0-323-85726-0.00035-1 · Cited by 4
SURVIVRS: Surround Video-Based Virtual Reality for Surgery Guidance
Taweel, A., Jorge, J. A., Maciel, A., Vissoci, J. R. N., & Kopper, R. (2023) · IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) · doi:10.1109/vrw58643.2023.00047 · Cited by 4
Høeg, E. R., Serafin, S., & Lange, B. S. (2025) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2025.3549130 · Cited by 8
“Although clinical VR has the potential to offer innovative and cost-efficient methods of treat-ment, diagnosis, and altering the delivery of care [5,30,33,44], ensuring patient safety remains of utmost importance.”
Vankov, D. (2021) · Transactions on Transport Sciences · doi:10.5507/tots.2021.017 · Cited by 4
McGregor, A., Allison, R. S., & Heffner, K. (2023) · MTS/IEEE OCEANS Conference (OCEANS) · doi:10.1109/oceanslimerick52467.2023.10244249 · Cited by 4
“NVR involves interacting with a virtual environment using limited sensory cues [11], [12], for example when”
Background
Metadata
- Authors
- Rizzo, A. “., & Koenig, S. T.
- Affiliations
- University of Southern California (US)
- Venue
- Neuropsychology
- Published
- 2017-11
- Volume
- 31
- Issue
- 8
- Pages
- 877-899
- ISSN
- 0894-4105 (ISSN-L)
- 1931-1559
- OpenAlex
- W2786973165
- Cited by
- 372
- References
- 189
- Citations by year
- 2026: 60 · 2025: 78 · 2024: 49 · 2023: 41 · 2022: 26 · 2021: 39 · 2020: 32 · 2019: 27 · 2018: 15 · 2017: 5
- FWCI
- 26.73
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Neuropsychology (publishedVersion)
- PubMed (publishedVersion)
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Social Sciences › Education › Simulation-Based Education in Healthcare
- Physical Sciences › Engineering › Control and Systems Engineering › Simulation and Modeling Applications
- Keywords
- virtual reality simulation, technology readiness, barriers to adoption, usability, cost, ethical considerations, safety, cognitive impairment, motor impairment, functional disability, psychological rehabilitation, professional guidelines
- MeSH terms
- Virtual Reality, Feedback, Humans, Knowledge of Results, Psychological, Phobic Disorders, User-Computer Interface, Virtual Reality Exposure Therapy
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