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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]
In the citing paper
“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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Zihnin Labirentleri Normalin Ötesinde Akıl Sağlığı
Özen, Y. (2024) · Akademisyen Kitabevi eBooks · doi:10.37609/akya.3135
Birkhoff, S. D., Donovan, H. S., & Lee, Y. J. (2024) · Nursing · doi:10.1097/01.nurse.0001010028.31171.0b
Einsatz und Perspektive der immersiven Virtuellen Realität bei der Neurorehabilitation
Quinque, E. M., Blume, M., & Gaebler, M. (2024) · Springer eBooks · doi:10.1007/978-3-662-66957-0_39
Rocha, P., & Ribeiro, D. J. T. (2024) · Seven Editora eBooks · doi:10.56238/sevened2024.016-001
Virtuell virkelighet, virkelig mestring: Virtual Reality som verktøy i behandling av psykoselidelser
Gjerstad, C. L., Schjøtt-Pedersen, O., Seierstad, A., Røssberg, J. I., Bull, H., Berentzen, L., & Lystad, J. U. (2024) · Tidsskrift for Norsk psykologforening · doi:10.52734/mxmi5408
“Slik kan man gjennomføre gjentatte, graderte simuleringer i trygge omgivelser på kontoret, der psykologen får et unikt innblikk i hvordan pasienten faktisk reagerer i møte med de fryktede situasjonene (Rizzo & Koenig, 2017).”
Roadmap for the Future of the Metaverse in Advanced Healthcare Industries
Jadekar, R. B., Gowramma, B. H., & Nijalingappa, P. (2024) · Advances in medical technologies and clinical practice book series · doi:10.4018/979-8-3693-1515-6.ch011
Limitations and Future Developments
Marchioro, D. M., Fonseca, A. A., Benatti, F., & Zuin, M. (2024) · Palgrave Studies in Cyberpsychology. · doi:10.1007/978-3-031-68196-7_7
Development of Ocean Healing VR Content Using Underwater Video Technology
Park, J., Choi, Y. S., & Lim, H. S. (2024) · Korea Society of Coastal Disaster Prevention · doi:10.20481/kscdp.2024.11.3.71
“최근 에는 VR 콘텐츠 의 품 질이 향상 됨 에 따라 의료 분 야 에서 많 은 연구가 이루어졌다 (Ahilan et al., 2023; Cohen, 2022; Rizzo et al., 2021; Rizzo and Koenig, 2017; Rizzo, 2017; Rizzo and Shilling, 2017; Vlake et al., 2023; Yeh et al., 2020).”
Perera, U., Jayadas, A., Chandrasekera, T., Wijetunge, M. N. R., & Gayantha, D. W. K. (2025) · KDU-JBE · doi:10.4038/kdujbe.v1i2.8
Game Design: The Forefront of Human Interaction in a Technological World
Mangan, N. B. (2025) · Springer series in adaptive environments · doi:10.1007/978-3-031-78357-9_12
Khaldi, M., & Khaldi, M. (2025) · Advances in educational technologies and instructional design book series · doi:10.4018/979-8-3373-2262-9.ch010
Neuwirth, L. S., & Ros, M. (2025) · Springer eBooks · doi:10.1007/978-981-96-2952-7_12
Time Perception in Virtual Reality: Effects of Emotional Valence and Stress LevelPreprint
Syrigou, K., Stoforou, M., & Kourtesis, P. (2025) · Research Square · doi:10.21203/rs.3.rs-6641763/v1
Lin, C.-Z., & Cheng, J.-H. (2025) · Lecture notes in computer science · doi:10.1007/978-3-031-93982-2_17
Zhou, T., Ren, C., Chen, X., Dai, D., & Li, D. (2025) · doi:10.2196/preprints.78804
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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