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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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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