Knowledge · Therapies

Virtual Reality Therapy Explained Simply

Database-based evaluation · 2,460 studies in our database, 1,390 of them controlled human trials · As of · How we work

This page explains in simple terms what virtual reality therapy is and what studies show about it. It is aimed at interested laypeople without medical training.

1. What It Is About

In virtual reality therapy, a headset or screen is used to immerse the user in a computer-generated, three-dimensional world. Within this environment, movement and interaction are possible. There are two main types: one replaces the entire field of vision with the headset display, while the other presents the virtual world on a monitor or projection surface. The therapy is applied in two ways. First, as a training environment: practising movement sequences, balance, or cognitive tasks. Second, as a controlled space for exposure to anxiety: confronting anxiety-provoking situations in a graded, virtual setting. The earliest studies in the database date from 2000, the most recent from 2026. Important to note: “virtual reality” is not a single, uniform procedure. Systems vary widely in immersion depth, field of view, control methods, session duration, and hardware and software specifications. Study control groups also differ: some receive standard therapy, others are placed on a waiting list, and some engage in alternative distraction activities.

2. What Research Shows

The best-studied application is anxiety. A large review of 30 randomised trials involving 1,057 participants compared virtual reality exposure with a waiting list. Anxiety improved markedly. When compared with in vivo exposure, no difference was found, indicating that virtual exposure was equivalent to real-world exposure. Reference 1. A further randomised trial with 97 participants who feared public speaking received eight sessions of either virtual reality exposure, group exposure, or were placed on a waiting list. Both active groups improved across nearly all measures, and gains were maintained at 12 months. No differences were observed between the two active treatments. Reference 3. After stroke, training specifically designed for rehabilitation is most effective. A review of 30 randomised trials with 1,473 patients showed that such systems improved body function, whereas general leisure gaming systems did not. Reference 5. For chronic pain, a review of 25 studies with 194 measurements found improvements following virtual reality, including reductions in pain, enhanced mobility, and better quality of life. Reference 6. A randomised trial with 120 inpatients experiencing pain showed that pain reduction was greater in the VR group immediately after the first session compared with controls. Reference 4. Post-traumatic stress disorder symptoms also improved in a study of 156 veterans, but in that study virtual reality exposure was combined with medication, so the improvement cannot be attributed to virtual reality alone. Benefits were maintained at 3, 6, and 12 months. Reference 2.

3. What Remains Unclear

Studies compare virtual reality with a wide range of comparators: standard therapy, waiting lists, or alternative distractions. This heterogeneity makes it difficult to isolate the specific contribution of the virtual environment. Systems also differ substantially in immersion depth, field of view, control interfaces, session length, and equipment used. These variations complicate the synthesis of findings. In stroke, Cochrane reviews outline objectives and search strategies but do not pool results. It is also unclear which level of immersion and how many sessions are necessary to sustain anxiety-related benefits, and whether findings generalise beyond anxiety disorders. For sustained pain relief in chronic pain and for translating balance gains into daily life, studies with standardised dosing and follow-up are still lacking.

4. What This Means in Practice

Virtual reality therapy has entered controlled research. Its efficacy is well established for anxiety disorders and post-stroke rehabilitation. For other applications, evidence is suggestive but not yet conclusive. Those considering the approach may view it as one option among several. Systems vary widely, and there is no standardised protocol. Findings from one study may not apply to every individual or setting. Research continues to identify which systems and session frequencies yield the best outcomes. Standardised methods for recording adverse events and integrating the approach into routine care are also needed.

Full details with study counts and sources: detailed page on Virtual Reality Therapy. For children: Virtual Reality Therapy for children.

Frequently Asked Questions

What is virtual reality therapy?

You put on a headset or look at a screen and enter a computer-generated, three-dimensional world. You can move around and interact within it. The therapy is used to practise movements, balance or thinking tasks, or as a space to work on fears.

For which conditions is the effect well supported?

The effect is well supported for anxiety disorders and after a stroke. For anxiety, a large review of 30 studies with 1,057 participants showed a clear improvement. After a stroke, training with systems specially developed for rehabilitation was particularly helpful.

Are there any risks or side effects?

In the studies available, the technology is described as safe and acceptable. However, some people may feel unwell during the virtual experience. Research recommends standardised recording of unwanted events so they can be compared more easily.

Sources

  1. 1
    Carl E, Stein AT, Levihn-Coon A, Pogue JR, Rothbaum B, Emmelkamp P et al. · 2019
  2. 2
  3. 3
    Anderson PL, Price M, Edwards SM, Obasaju MA, Schmertz SK, Zimand E et al. · 2013
  4. 4
  5. 5
  6. 6
    Goudman L, Jansen J, Billot M, Vets N, De Smedt A, Roulaud M et al. · 2022

Every statement on this page carries its evidence tier — proven, plausible or hypothesis — and leads to the original work. The decision in the individual case rests with the practitioner; we provide the connections.

International Health Research · https://ih-research.com/en/knowledge/virtual-reality-therapy/plain/ · Last updated: 2026-10-17