No retraction, correction or concern found when last checked on Oct 20, 2026.
A Literature Overview of Virtual Reality (VR) in Treatment of Psychiatric Disorders: Recent Advances and Limitations
Mi Jin Park, Dong Jun Kim, Unjoo Lee and 2 more
Frontiers in Psychiatry · 2019 · Review · CC BY
Abstract
In this paper, we conduct a literature survey on various virtual reality (VR) treatments in psychiatry. We collected 36 studies that used VR to provide clinical trials or therapies for patients with psychiatric disorders. In order to gain a better understanding of the management of pain and stress, we first investigate VR applications for patients to alleviate pain and stress during immersive activities in a virtual environment. VR exposure therapies are particularly effective for anxiety, provoking realistic reactions to feared stimuli. On top of that, exposure therapies with simulated images are beneficial for patients with psychiatric disorders such as phobia and posttraumatic stress disorder (PTSD). Moreover, VR environments have shown the possibility of changing depression, cognition, even social functions. We review empirical evidence from VR-based treatments on psychiatric illnesses such as dementia, mild cognitive impairment (MCI), schizophrenia and autism. Through cognitive training and social skill training, rehabilitation through VR therapies helps patients to improve their quality of life. Recent advances in VR technology also demonstrate potential abilities to address cognitive and functional impairments in dementia. In terms of the different types of VR systems, we discuss the feasibility of the technology within different stages of dementia as well as the methodological limitations. Although there is room for improvement, its widespread adoption in psychiatry is yet to occur due to technical drawbacks such as motion sickness and dry eyes, as well as user issues such as preoccupation and addiction. However, it is worth mentioning that VR systems relatively easily deliver virtual environments with well-controlled sensory stimuli. In the future, VR systems may become an innovative clinical tool for patients with specific psychiatric symptoms.
Full text
From PubMed Central, U.S. National Library of Medicine, as current on Oct 20, 2026. Paragraph numbers are ours, so an answer can point at one.
Introduction
Virtual reality (VR) is defined as a computer-generated simulation, such as a set of images and sounds that represents a real place or situation, that can be interacted with, in a seemingly real or physical way by a person using special electronic equipment. It can transmit visual, auditory, and various sensations to users through a headset to make them feel as if they are in a virtual or imagined environment.
The concept of VR was introduced in the 1950s, and the maturity of VR for entertainment is now evident. Currently, more than 230 companies are producing various products related to VR and performing research and development, including global companies such as Samsung Electronics, Apple, Facebook, Amazon, and Microsoft. VR systems consist of VR headsets, a computer, and video. Recently, chairs, gloves, and sensors have been added. VR headsets refer to head-mounted goggles. They are equipped with a speaker or headphones. VR systems that include the transmission of vibrations and other sensations to the user through a game controller, gloves or chairs are known as haptic feedback systems. This tactility is advantageous as the sense of presence can be improved by actually sensing the shock or vibration to the user in the medical field, video games, and military training. A 4D (four-dimensional) system of VR refers to a VR system with a motion chair that enhances reality for users with integrated movement according to the content of the VR video. Depending on the type of system and programing, the user may interact with the environment from a first- or third-person’s point of view. In the case of the latter, the user can move around a virtual representation of themselves, called an ‘avatar’.
In medical fields, multidisciplinary research has tried to apply VR systems to domains of diagnosis, treatment, and so on. Especially, in psychiatry, traditional tools of treatment have mainly been limited to interpersonal psychotherapy and medication. However, VR can provide various types of stimulation. Intuitively, it helps in relieving pain, stress, and anxiety in an imagined space, and VR makes it possible to provide efficient educational and psychological training without causing harm to patients. It therefore has the possibility of changing PTSD, phobia, anxiety, depression, cognition, and social functions in patients with psychiatric illnesses.
Indeed, over the past few decades, therapeutic virtual reality (VR) has emerged as a successful solution for a wide range of psychiatric disorders. In the 1990s, Rothbaum et al. conducted the first study in the field of psychiatry to investigate the efficacy of VR focusing one treating acrophobia in college students and found that VR is successful in reducing their fear of heights. The early studies established the efficacy of VR exposure therapy for a number of anxiety and related disorders. For example, VR exposure therapies have shown benefits for patients with a specific phobia or posttraumatic stress disorder (PTSD) by the extinction of traumatic experiences through their repetitive exposures, and the extinction of pain by pulling the patients focus away from painful conditions. The broad reach of VR has enabled its use in the evaluation and rehabilitation of patients with schizophrenia and autism through improvements of their social activities. The reports included in this review, show that VR is also an efficacious way for Amnestic MCI (mild cognitive impairment) and early to moderate Alzheimer’s disease through cognitive reserve and training.
VR-based treatment currently faces hurdles preventing its wide use as a real tool in psychiatry practice, such as motion sickness and dry eyes as well as user issues such as preoccupation and addiction. However, VR systems can deliver and confront virtual environments with well-controlled sensory stimuli. With a review of the current utilization of VR in the field of psychiatry, we highlight both the benefits and limitations of VR use, as it is just beginning to be applied as a new modality in psychiatry. We have tried to describe the evidence of the utility of VR in psychiatric conditions and the types of procedures followed in those studies
Methods and Results
To identify ‘virtual reality’ in the field of psychiatry, a PubMed literature search was performed which included articles published prior to 31 December 2018, and which included the terms “virtual reality” and “psychiatry” and “treatment” or “therapy.” We then categorized them as articles related to “posttraumatic Stress Disorders (PTSD),” “phobia,” “anxiety disorders,” “schizophrenia,” “autism,” “dementia and mild cognitive impairment (MCI),” and “pain and stress.” Additional relevant articles were found through a manual bibliographic search. Eligibility criteria were: 1) articles in English; 2) human studies; and 3) articles focused on virtual reality and psychiatric disorders. We collect 36 studies that made use of VR to provide various types of stimulations for patients with psychiatric problems ( Table 1 ).
Treatment of Posttraumatic Stress Disorders (PTSD)
Posttraumatic Stress Disorder (PTSD) is a psychological reaction that occurs after experiencing stress that has caused life-threatening extreme mental trauma. An individual’s quality of life is greatly reduced by re-experiencing the situation with awakening, anxiety, agitation, and insomnia symptoms. Among PTSD, many VR studies have been focused on veterans who have been exposed to battles in Iraq and Afghanistan, to alleviate their trauma, reduce suicidal ideation, decrease depression and anger, and to improve their PTSD. Discharged soldiers can have destructive behaviors to both themselves and others as a result of rage and depression caused by PTSD. However, they can learn to solve these situations in a safe and well-controlled environment called VR. Since the key in the emotion-processing theory (EPT) is to expose and modify their unique fear structure, the virtual environment is ideal in the sense of its flexibility and customization. As they are exposed to sources of their disorder, they decrease the feelings of fear and anxiety in the form of VR-based habituation therapy. Dr. Rothbaum at the Emory University Hospital provided a randomized, double-blind, six-session VR exposure treatment in 156 patients diagnosed with PTSD among discharged soldiers returning from the Iraq and Afghan wars. The study concluded that VR treatment was associated with the reduction in PTSD diagnoses and symptoms in Iraq and Afghanistan veterans. Another study suggested that VR with skin conductance reactivity is a diagnostic tool for PTSD as well as a treatment. Veterans with PTSD displayed larger skin conductance reactivity across VR combat events, but not for non-combat VR events. The VR exposure therapy system, “Bravemind,” is currently distributed to over 50 sites, including VA hospitals, military bases, and university centers to provide relief from PTSD for soldiers.
Anxiety Disorders and Specific Phobia
These days, some VR systems create highly immersive experiences using more invasive devices such as Head mounted Display (HMDs). A new generation of realistic simulation can therefore serve as a promising assessment and therapy for erroneous anxiety-provoking thinking. In general, these symptoms are viewed as serious conditions where patients worry about something fearful excessively and persistently. Reproducing the traditional exposure interventions in VR, Maples-Keller et al. reviewed several case studies of social anxiety disorders and generalized anxiety disorders. This is merely the beginning of an explosion in potential provided by ever increasing sophisticated technology. It worth noting that the effectiveness of applying VR in this domain is also quantitatively being analyzed.
More specifically, phobia is a type of anxiety disorder characterized by marked and persistent fears that are cued by the presence or anticipation of specific objects or situations with a desire to avoid that condition due to high levels of fear and discomfort. Phobia includes acrophobia, flight phobia, phobias for insects or animals, and so on. Exposure therapy in VR is helpful because we can deal with such specific phobias in a virtual world, and it can be cost-effectively performed. In VR, patients with phobia can reproduce the situation they actually feel fearful of and face it themselves. Repeated use of VR increases the threshold of anxiety and makes it less insensitive, resulting in the reduced incidence of actual situations. Initially, VR graded exposure therapy was found to be successful in reducing fear of spiders, social phobia, and flight phobia after applying it to a small number of subjects. A self-training program with mobile VR individuals with acrophobia has been safely and successfully applied to reduce fear of heights. It can be safely applied at home and at the hospital. It can be easily interrupted or repeated depending on the situation. VR can reduce the degree of anxiety by exposing the patient to a virtual dental care scenario in an incremental manner. Similarly, a pilot study has applied a VR headset as a fear reduction tool and pain distraction for fear of needles, where 94.1% of pediatric subjects reported an improvement after using VR during immunization. Recently, VR with repetitive transcranial magnetic stimulation (rTMS) over the prefrontal cortex has been applied in participants with spider phobias. It diminished activation in the left inferior frontal gyrus in functional near-infrared spectroscopy (fNIRS) during an emotional Stroop paradigm.
Schizophrenia
Patients with schizophrenia show anhedonia, social withdrawal, and a blunted affect, which can lead to rumination and isolation. While exposure therapy in anxiety-related disorders uses VR as a simulation tool, the so-called avatar therapy for negative symptoms of schizophrenia focuses on interactive VR. In a computer-generated virtual world, VR users are no longer simply external observers, but active participants. It is one of the key variables in understanding social environments that need to be controlled, and thus provides exciting applications to research and treatment. For example, interactive VR therapy has shown benefits in social skills such as role-playing, memory function, medication management skills, job interviews, and vocational training. Recent VR-based cognitive rehabilitation programs also manage positive symptoms in schizophrenia such as auditory verbal hallucinations.
Autism
Autism is characterized by a state of being trapped in one’s own world. It is a childhood developmental disability. Children with autism do not interact with others. They do not have emotional ties. VR approaches for rehabilitation in autism tend to create virtual environments integrated with other equipment, facilitating cognitive processes of training such as concentration and other functional skills in everyday life. The University of Texas has developed a training program to assist in the social skills training of autistic children. It uses brain imaging and Electroencephalography (EEG) monitoring. It also uses avatars to put children in situations such as job interviews and meetings. They practice reading social signals and expressing socially appropriate behaviors. After completion of the program, the activity of the brain area associated with social understanding was found to be increased in participants’ brain image. Smith and colleagues at the Northwestern University Psychiatry Department have reported that young adults diagnosed with autism spectrum have a higher job search rate than the comparative group at six months after receiving job interviews through VR. For the purpose of training outdoor activity, individuals with Autism spectrum disorder were placed in a three-dimensional city and given a set of tasks that involved taking buses through a game. A statistically significant increase in measures of knowledge of the process of riding a bus, a reduction in the electro-dermal activity, and a high success rate in their application were found.
Dementia and Mild Cognitive Impairment (MCI)
Lessons from the Nun study have revealed that cognitive reserve and training are also important in preventing Alzheimer’s disease. Dementia is a broad term describing such disorders of the brain that progress over time. Basically, in evaluating cognitive dysfunction and detecting MCI, VR has been applied and has exhibited very high accuracy. Cushman et al. have investigated navigational impairment of early Alzheimer’s disease, using both real-world and laptop PC based virtual environments in the same subjects; 35 young normal controls, 26 older normal controls, 12 patients with mild cognitive impairment and 14 patients with early Alzheimer's disease (AD). It was found that virtual environment testing provides a valid assessment of navigational skills for aging and Alzheimer’s disease. Also, there is a systematic review that presented a status of VR applications for diagnostic assessment and cognitive training in Alzheimer’s disease and MCI. Both semi-immersive and fully-immersive VR technology can be feasible amongst individuals living within the earlier stages of dementia outside of a hospital environment. While much of the VR studies appear to focus on the treatment of anxiety or phobias, the population of VR applications is underdeveloped. Even though sample sizes are limited, VR-based cognitive training has shown benefits for episodic memory in Amnestic MCI and early to moderate Alzheimer’s disease. Moreover, Moyle el al., explored the feasibility of VR in individuals with a range of cognitive impairments from mild to more severe stages of dementia. VR was perceived to have a positive effect on people with dementia, although a greater level of fear and anxiety during VR were experienced compared to those in the normative sample. Some individuals in the earlier stages of dementia experienced boredom, and VR technology was also found to increase fear and anxiety in one study. However, it is perhaps not surprising that recent advances in VR rehabilitation applications keep pointing to the feasibility of VR training in healthy elderly persons as well as in pathological populations.
Stress and Pain Alleviation
Stress and pain have deleterious effects on the mind and body. In order to decrease one’s attention available for conscious pain processing, VR usage for stress and pain alleviation typically provides simple forms of distraction (e.g., watching videos or playing video games). Although the physical mechanisms are not well understood, the patients focus moves away from the conscious attention on the stressful and painful condition during the occupational activity. While patients can learn pain-management techniques as mindfulness, several experimental results suggest that VR techniques has actual benefits for subjective pain reduction. For example, Oculus Rift uses DEEP, a meditation application to help users breathe deeply. The application works through a band surrounding the chest to measure breathing. In another pilot study, 44 participants attended a mindfulness conference putting on an Oculus Rift DK2 VR helmet and floated down a calm 3D computer-generated virtual river while listening to digitized DBT mindfulness skills training instructions. Participants reported significantly less sadness, anger, and anxiety but more relaxation. Dr. Spiegel’s team at the Cedars-Sinai Hospital has given chronic patients the opportunity to get out of the hospital through VR and to enjoy the natural scenery. This could reduce a patient’s stress and shorten hospital stays. Relaxation and meditation in various VR applications have become increasingly widespread for treating patients at home or in hospitals.
Studies at the University of Barcelona have shown that applying VR to depressed patients can reduce the severity of their depression and self-degradation and increase satisfaction. By limiting distractions from the real world and increasing the sense of presence, VR may facilitate mindfulness practice as well.
Limitations
Clearly, exposure to VR applications may result in significant discomfort for the majority of people, with symptoms of motion sickness including eye fatigue, headaches, nausea, and sweating. VR Sickness is different from common motion sickness because motion sickness is caused by visual perception of self-motion while VR sickness does not require actual movement. A conflict between accommodation and vergence depth cues on stereoscopic displays is a significant cause of visual discomfort from VR. Dry eyes due to an overheated display in an enclosed space and retinal damage due to blue light are also concerns. As shown in this review, only a few large-sized and well-designed studies have been conducted in psychiatry with VR.
VR is developing to improve real-life adaptation of patients with psychiatric problems. However, patients may become preoccupied or addicted to the VR environment, similar to internet game addiction. If patients with schizophrenia have impairment on reality testing, they may have delusional thinking in the VR environment. Doctor-patient relationships and careful education before using VR are mandatory before applying VR treatments in psychiatric patients. In the near future, a guideline to apply VR treatments to patients with psychiatric illnesses should be established. VR will play a role as an alternative option for psychiatrists to use in supporting psychiatric assessments and treatments in patients.
Conclusion
Many studies and clinical trials have used VR as a simulation, interaction, and distraction tool for patients with psychiatric illnesses such as PTSD, anxiety, specific phobia, schizophrenia, autism, dementia, and heavy stress. VR environments show the possibility of changing their anxiety, depression, cognition, and social functions by effectively exposing them sources of fear, presenting interactive virtual environments of cognitive-behavioral approaches, and contributing to other rehabilitation applications.
In practice, patients with a psychiatric diagnosis such as depression, bipolar disorder, anxiety disorder, schizophrenia, and even alcohol use disorder share common characteristics such as anxiety, avoidance, and poor insight to their illnesses. Modern VR systems can deliver an ideal place where one can confront the problem which needs to be overcome, not only through talking with doctors, but also through virtual environments with well-controlled sensory stimuli. This may produce cognitive and behavioral changes in patients with psychiatric disorders including autism and dementia. They also have benefits in reducing chronic pain and intensive stress. However, VR needs to overcome technical hurdles such as motion sickness and dry eyes, as well as user hurdles such as preoccupation and addiction.
Author Contributions
All authors listed have made substantial, direct, and intellectual contribution to the work and approved it for publication.
Funding
This work was supported by the Original Technology Research Program for Brain Science through the National Research Foundation of Korea (NRF) funded by the Ministry of Science and ICT (No. NRF-2016M3C7A1947307; PI HJJ), and by the Bio & Medical Technology Development Program of the NRF funded by the Korean government, MSIT (No. NRF-2017M3A9F1027323; PI HJJ). They had no further role in study design; in the collection, analysis and interpretation of data; in the writing of the report; and in the decision to submit the paper for publication.
Conflict of Interest Statement
The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.
References 82
- 1.
Li L Yu F Shi D Shi J Tian Z Yang J Application of virtual reality technology in clinical medicine. Am J Transl Res (2017 ) 9:3867–80.
Not in our library10.4247/am.2017.abh187
- 2.
Bekrater-Bodmann R Foell J Diers M Kamping S Rance M Kirsch P The importance of synchrony and temporal order of visual and tactile input for illusory limb ownership experiences - an FMRI study applying virtual reality. PLoS One (2014 ) 9:e87013.
Not in our library10.1371/journal.pone.0087013
- 3.
Baus O Bouchard S Moving from virtual reality exposure-based therapy to augmented reality exposure-based therapy: a review. Front Hum Neurosci (2014 ) 8:112.
Not in our library10.3389/fnhum.2014.00112
- 4.
Mishkind MC Norr AM Katz AC Reger GM Review of virtual reality treatment in psychiatry: evidence versus current diffusion and use. Curr Psychiatry Rep (2017 ) 19:80.
Not in our library10.1007/s11920-017-0836-0
- 5.
Mantovani F Castelnuovo G Gaggioli A Riva G Virtual reality training for health-care professionals. Cyberpsychol Behav (2003 ) 6:389–95.
Not in our library10.1089/109493103322278772
- 6.
Rothbaum BO Hodges LF Kooper R Opdyke D Williford JS North M Effectiveness of computer-generated (virtual reality) graded exposure in the treatment of acrophobia. Am J Psychiatry (1995 ) 152:626–8.
Not in our library10.1176/ajp.152.4.626
- 7.
Doniger GM Beeri MS Bahar-Fuchs A Gottlieb A Tkachov A Kenan H Virtual reality-based cognitive-motor training for middle-aged adults at high Alzheimer’s disease risk: a randomized controlled trial. Alzheimers Dement (N Y) (2018 ) 4:118–29.
Not in our library10.1016/j.trci.2018.02.005
- 8.
Reger GM Smolenski D Edwards-Stewart A Skopp NA Rizzo AS, Norr A Does Virtual Reality Increase Simulator Sickness During Exposure Therapy for Post-Traumatic Stress Disorder? Telemed J E Health (2019 ) in press
Not in our library10.1089/tmj.2018.0175
- 9.
Flores A Linehan MM Todd SR Hoffman HG The use of virtual reality to facilitate mindfulness skills training in dialectical behavioral therapy for spinal cord injury: a case study. Front Psychol (2018 ) 9:531.
Not in our library10.3389/fpsyg.2018.00531
- 10.
Peskin M Wyka K Cukor J Olden M Altemus M Lee FS The relationship between posttraumatic and depressive symptoms during virtual reality exposure therapy with a cognitive enhancer. J Anxiety Disord (2019 ) 61:82–88.
Not in our library10.1016/j.janxdis.2018.03.001
- 11.
Du Sert OP Potvin S Lipp O Dellazizzo L Laurelli M Breton R Virtual reality therapy for refractory auditory verbal hallucinations in schizophrenia: a pilot clinical trial. Schizophr Res. (2018 ) 197:176–181.
Not in our library10.1016/j.schres.2018.02.031
- 12.
Pot-Kolder R Geraets CNW Veling W Van Beilen M Staring ABP Gijsman HJ Virtual-reality-based cognitive behavioural therapy versus waiting list control for paranoid ideation and social avoidance in patients with psychotic disorders: a single-blind randomised controlled trial. Lancet Psychiatry (2018 ) 5:217–26.
Not in our library10.1016/s2215-0366(18)30053-1
- 13.
Gold JI Mahrer NE Is virtual reality ready for prime time in the medical space? A randomized control trial of pediatric virtual reality for acute procedural pain management. J Pediatr Psychol (2018 ) 43:266–75.
Not in our library10.1093/jpepsy/jsx129
- 14.
- 15.
Ryu JH Park SJ Park JW Kim JW Yoo HJ Kim TW Randomized clinical trial of immersive virtual reality tour of the operating theatre in children before anaesthesia. Br J Surg (2017 ) 104:1628–33.
Not in our library10.1002/bjs.10684
- 16.
Eijlers R Legerstee JS Dierckx B Staals LM Berghmans J Van Der Schroeff MP Development of a virtual reality exposure tool as psychological preparation for elective pediatric day care surgery: methodological approach for a randomized controlled trial. JMIR Res Protoc (2017 ) 6:e174.
Not in our library10.2196/resprot.7617
- 17.
Beidel DC Frueh BC Neer SM Bowers CA Trachik B Uhde TW Trauma management therapy with virtual-reality augmented exposure therapy for combat-related PTSD: a randomized controlled trial. J Anxiety Disord (2019 ) 61:64-74.
Not in our library10.1016/j.janxdis.2017.08.005
- 18.
Ferrer-Garcia M Gutierrez-Maldonado J Pla-Sanjuanelo J Vilalta-Abella F Riva G Clerici M A Randomised controlled comparison of second-level treatment approaches for treatment-resistant adults with bulimia nervosa and binge eating disorder: assessing the benefits of virtual reality cue exposure therapy. Eur Eat Disord Rev (2017 ) 25:479–90.
Not in our library10.1002/erv.2538
- 19.
Blume F Hudak J Dresler T Ehlis AC Kuhnhausen J Renner TJ NIRS-based neurofeedback training in a virtual reality classroom for children with attention-deficit/hyperactivity disorder: study protocol for a randomized controlled trial. Trials (2017 ) 18:41.
Not in our library10.1186/s13063-016-1769-3
- 20.
Shiban Y Diemer J Muller J Brutting-Schick J Pauli P Muhlberger A Diaphragmatic breathing during virtual reality exposure therapy for aviophobia: functional coping strategy or avoidance behavior? A pilot study. BMC Psychiatry (2017 ) 17:29.
Not in our library10.1186/s12888-016-1181-2
- 21.
Bouchard S Dumoulin S Robillard G Guitard T Klinger E Forget H Virtual reality compared with in vivo exposure in the treatment of social anxiety disorder: a three-arm randomised controlled trial. Br J Psychiatry (2017 ) 210:276–83.
Not in our library10.1192/bjp.bp.116.184234
- 22.
Reger GM Koenen-Woods P Zetocha K Smolenski DJ Holloway KM Rothbaum BO Randomized controlled trial of prolonged exposure using imaginal exposure vs. virtual reality exposure in active duty soldiers with deployment-related posttraumatic stress disorder (PTSD). J Consult Clin Psychol (2016 ) 84:946–59.
Not in our library10.1037/ccp0000134
- 23.
Norrholm SD Jovanovic T Gerardi M Breazeale KG Price M Davis M Baseline psychophysiological and cortisol reactivity as a predictor of PTSD treatment outcome in virtual reality exposure therapy. Behav Res Ther (2016 ) 82:28–37.
Not in our library10.1016/j.brat.2016.05.002
- 24.
Son JH Lee SH Seok JW Kee BS Lee HW Kim HJ Virtual reality therapy for the treatment of alcohol dependence: a preliminary investigation with positron emission tomography/computerized tomography. J Stud Alcohol Drugs (2015 ) 76:620–7.
Not in our library10.15288/jsad.2015.76.620
- 25.
Jahanishoorab N Ebrahimzadeh Zagami S Nahvi A Mazluom SR Golmakani N Talebi M The effect of virtual reality on pain in primiparity women during episiotomy repair: a randomize clinical trial. Iran J Med Sci (2015 ) 40:219–24 https://www.ncbi.nlm.nih.gov/pubmed/25999621
Not in our library
- 26.
Rothbaum BO Price M Jovanovic T Norrholm SD Gerardi M Dunlop B A randomized, double-blind evaluation of D-cycloserine or alprazolam combined with virtual reality exposure therapy for posttraumatic stress disorder in Iraq and Afghanistan War veterans. Am J Psychiatry (2014 ) 171:640–8.
Not in our library10.1176/appi.ajp.2014.13121625
- 27.
Marco JH Perpina C Botella C Effectiveness of cognitive behavioral therapy supported by virtual reality in the treatment of body image in eating disorders: one year follow-up. Psychiatry Res (2013 ) 209:619–25.
Not in our library10.1016/j.psychres.2013.02.023
- 28.
Pallavicini F Cipresso P Raspelli S Grassi A Serino S Vigna C Is virtual reality always an effective stressors for exposure treatments? Some insights from a controlled trial. BMC Psychiatry (2013 ) 13:52.
Not in our library10.1186/1471-244x-13-52
- 29.
Diemer J Domschke K Muhlberger A Winter B Zavorotnyy M Notzon S Acute anxiolytic effects of quetiapine during virtual reality exposure–a double-blind placebo-controlled trial in patients with specific phobia. Eur Neuropsychopharmacol (2013 ) 23:1551–60.
Not in our library10.1016/j.euroneuro.2013.01.001
- 30.
Malbos E Rapee RM Kavakli M A controlled study of agoraphobia and the independent effect of virtual reality exposure therapy. Aust N Z J Psychiatry (2013 ) 47:160–8.
Not in our library10.1177/0004867412453626
- 31.
Mclay RN Graap K Spira J Perlman K Johnston S Rothbaum BO Development and testing of virtual reality exposure therapy for post-traumatic stress disorder in active duty service members who served in Iraq and Afghanistan. Mil Med (2012 ) 177:635–42.
Not in our library10.7205/milmed-d-11-00221
- 32.
Culbertson CS Shulenberger S De La Garza R Newton TF Brody AL Virtual reality cue exposure therapy for the treatment of tobacco dependence. J Cyber Ther Rehabil (2012 ) 5:57–64. https://www.ncbi.nlm.nih.gov/pubmed/25342999
Not in our library
- 33.
Park KM Ku J Choi SH Jang HJ Park JY Kim SI A virtual reality application in role-plays of social skills training for schizophrenia: a randomized, controlled trial. Psychiatry Res (2011 ) 189:166–72.
Not in our library10.1016/j.psychres.2011.04.003
- 34.
Mclay RN Wood DP Webb-Murphy JA Spira JL Wiederhold MD Pyne JM A randomized, controlled trial of virtual reality-graded exposure therapy for post-traumatic stress disorder in active duty service members with combat-related post-traumatic stress disorder. Cyberpsychol Behav Soc Netw (2011 ) 14:223–9.
Not in our library10.1089/cyber.2011.0003
- 35.
St-Jacques J Bouchard S Belanger C Is virtual reality effective to motivate and raise interest in phobic children toward therapy? A clinical trial study of in vivo with in virtuo versus in vivo only treatment exposure. J Clin Psychiatry (2010 ) 71:924–31.
Not in our library10.4088/jcp.08m04822blu
- 36.
Gerardi M Rothbaum BO Ressler K Heekin M Rizzo A Virtual reality exposure therapy using a virtual Iraq: case report. J Trauma Stress (2008 ) 21:209–13.
Not in our library10.1002/jts.20331
- 37.
Difede J Cukor J Jayasinghe N Patt I Jedel S Spielman L Virtual reality exposure therapy for the treatment of posttraumatic stress disorder following September 11, 2001. J Clin Psychiatry (2007 ) 68:1639–47.
Not in our library10.4088/jcp.v68n1102
- 38.
Walshe DG Lewis EJ Kim SI O’sullivan K Wiederhold BK Exploring the use of computer games and virtual reality in exposure therapy for fear of driving following a motor vehicle accident. Cyberpsychol Behav (2003 ) 6:329–34.
Not in our library10.1089/109493103322011641
- 39.
Rothbaum BO Hodges LF Ready D Graap K Alarcon RD Virtual reality exposure therapy for Vietnam veterans with posttraumatic stress disorder. J Clin Psychiatry (2001 ) 62:617–22.
Not in our library10.4088/jcp.v62n0808
- 40.
Rothbaum BO Hodges L Smith S Lee JH Price L A controlled study of virtual reality exposure therapy for the fear of flying. J Consult Clin Psychol (2000 ) 68:1020–6.
Not in our library10.1037//0022-006x.68.6.1020
- 41.
Rothbaum BO Hodges L Alarcon R Ready D Shahar F Graap K Virtual reality exposure therapy for PTSD Vietnam Veterans: a case study. J Trauma Stress (1999 ) 12:263–71.
Not in our library10.1023/a:1024772308758
- 42.
Rothbaum BO Hodges L Watson BA Kessler CD Opdyke D Virtual reality exposure therapy in the treatment of fear of flying: a case report. Behav Res Ther (1996 ) 34:477–81.
Not in our library10.1016/0005-7967(96)00007-1
- 43.
American Psychiatric Association and American Psychiatric AssociationDsm-5 Task Force Diagnostic and statistical manual of mental disorders DSM-5. Washington, D.C: American Psychiatric Association (2013 ).
Not in our library10.1176/appi.books.9780890425596
- 44.
Rothbaum BO Rizzo AS Difede J Virtual reality exposure therapy for combat-related posttraumatic stress disorder. Ann N Y Acad Sci (2010 ) 1208:126–32.
Not in our library10.1111/j.1749-6632.2010.05691.x
- 45.
Norr AM Smolenski DJ Reger GM Effects of prolonged exposure and virtual reality exposure on suicidal ideation in active duty soldiers: an examination of potential mechanisms. J Psychiatr Res (2018 ) 103:69–74.
Not in our library10.1016/j.jpsychires.2018.05.009
- 46.
Powers MB Emmelkamp PM Virtual reality exposure therapy for anxiety disorders: a meta-analysis. J Anxiety Disord (2008 ) 22:561–9.
Not in our library10.1016/j.janxdis.2007.04.006
- 47.
Van ‘T Wout M Spofford CM Unger WS Sevin EB Shea MT Skin conductance reactivity to standardized virtual reality combat scenes in veterans with PTSD. Appl Psychophysiol Biofeedback (2017 ) 42:209–21.
Not in our library10.1007/s10484-017-9366-0
- 48.
Rizzo S Bravemind: Virtual Reality Exposure Therapy (http://ict.usc.edu/prototypes/pts/). US: USC (2018 ).
Not in our library
- 49.
Maples-Keller JL Bunnell BE Kim SJ Rothbaum BO The use of virtual reality technology in the treatment of anxiety and other psychiatric disorders. Harv Rev Psychiatry (2017 ) 25:103–13.
Not in our library10.1097/hrp.0000000000000138
- 50.
Opris D Pintea S Garcia-Palacios A Botella C Szamoskozi S David D Virtual reality exposure therapy in anxiety disorders: a quantitative meta-analysis. Depress Anxiety (2012 ) 29:85–93.
Not in our library10.1002/da.20910
- 51.
Carlin AS Hoffman HG Weghorst S Virtual reality and tactile augmentation in the treatment of spider phobia: a case report. Behav Res Ther (1997 ) 35:153–8.
Not in our library10.1016/s0005-7967(96)00085-x
- 52.
Garcia-Palacios A Hoffman H Carlin A Furness TA 3rd Botella C Virtual reality in the treatment of spider phobia: a controlled study. Behav Res Ther (2002 ) 40:983–93.
Not in our library10.1016/s0005-7967(01)00068-7
- 53.
Klinger E Legeron P Roy S Chemin I Lauer F Nugues P Virtual reality exposure in the treatment of social phobia. Stud Health Technol Inform (2004 ) 99:91–119.
Not in our library10.1037/e705482011-034
- 54.
Wallach HS Bar-Zvi M Virtual-reality-assisted treatment of flight phobia. Isr J Psychiatry Relat Sci (2007 ) 44:29–32. https://www.ncbi.nlm.nih.gov/pubmed/17665808
Not in our library
- 55.
Hong YJ Kim HE Jung YH Kyeong S Kim JJ Usefulness of the mobile virtual reality self-training for overcoming a fear of heights. Cyberpsychol Behav Soc Netw (2017 ) 20:753–61.
Not in our library10.1089/cyber.2017.0085
- 56.
Raghav K Van Wijk AJ Abdullah F Islam MN Bernatchez M De Jongh A Efficacy of virtual reality exposure therapy for treatment of dental phobia: a randomized control trial. BMC Oral Health (2016 ) 16:25.
Not in our library10.1186/s12903-016-0186-z
- 57.
Gujjar KR Van Wijk A Sharma R De Jongh A Virtual reality exposure therapy for the treatment of dental phobia: a controlled feasibility study. Behav Cogn Psychother (2018 ) 46:367–73.
Not in our library10.1017/s1352465817000534
- 58.
Chad R Emaan S Jillian O Effect of virtual reality headset for pediatric fear and pain distraction during immunization. Pain Manag. (2018 ) 8(3):175–179.
Not in our library10.2217/pmt-2017-0040
- 59.
Deppermann S Notzon S Kroczek A Rosenbaum D Haeussinger FB Diemer J Functional co-activation within the prefrontal cortex supports the maintenance of behavioural performance in fear-relevant situations before an iTBS modulated virtual reality challenge in participants with spider phobia. Behav Brain Res (2016 ) 307:208–17.
Not in our library10.1016/j.bbr.2016.03.028
- 60.
Freeman D Studying and treating schizophrenia using virtual reality: a new paradigm. Schizophr Bull (2008 ) 34:605–10.
Not in our library10.1093/schbul/sbn020
- 61.
Sohn BK Hwang JY Park SM Choi JS Lee JY Lee JY Developing a virtual reality-based vocational rehabilitation training program for patients with schizophrenia. Cyberpsychol Behav Soc Netw (2016 ) 19:686–91.
Not in our library10.1089/cyber.2016.0215
- 62.
Kurtz MM Baker E Pearlson GD Astur RS A virtual reality apartment as a measure of medication management skills in patients with schizophrenia: a pilot study. Schizophr Bull (2007 ) 33:1162–70.
Not in our library10.1093/schbul/sbl039
- 63.
Smith MJ Fleming MF Wright MA Roberts AG Humm LB Olsen D Virtual reality job interview training and 6-month employment outcomes for individuals with schizophrenia seeking employment. Schizophr Res (2015 b) 166:86–91.
Not in our library10.1016/j.schres.2015.05.022
- 64.
Tsang MM Man DW A virtual reality-based vocational training system (VRVTS) for people with schizophrenia in vocational rehabilitation. Schizophr Res (2013 ) 144:51–62.
Not in our library10.1016/j.schres.2012.12.024
- 65.
- 66.
Smith MJ Fleming MF Wright MA Losh M Humm LB Olsen D Brief report: vocational outcomes for young adults with autism spectrum disorders at six months after virtual reality job interview training. J Autism Dev Disord (2015 a) 45:3364–9.
Not in our library10.1007/s10803-015-2470-1
- 67.
Simoes M Bernardes M Barros F Castelo-Branco M Virtual travel training for autism spectrum disorder: proof-of-concept interventional study. JMIR Serious Games (2018 ) 6:e5.
Not in our library10.2196/games.8428
- 68.
Snowdon DA Aging and Alzheimer’s disease: lessons from the Nun Study. Gerontologist (1997 ) 37:150–6.
Not in our library10.1093/geront/37.2.150
- 69.
Cushman LA Stein K Duffy CJ Detecting navigational deficits in cognitive aging and Alzheimer disease using virtual reality. Neurology (2008 ) 71:888–95.
Not in our library10.1212/01.wnl.0000326262.67613.fe
- 70.
Garcia-Betances RI Arredondo Waldmeyer MT Fico G Cabrera-Umpierrez MF A succinct overview of virtual reality technology use in Alzheimer’s disease. Front Aging Neurosci (2015 ) 7:80.
Not in our library10.3389/fnagi.2015.00080
- 71.
Zygouris S Ntovas K Giakoumis D Votis K Doumpoulakis S Segkouli S A preliminary study on the feasibility of using a virtual reality cognitive training application for remote detection of mild cognitive impairment. J Alzheimers Dis (2017 ) 56:619–27.
Not in our library10.3233/jad-160518
- 72.
Moyle W Jones C Dwan T Petrovich T Effectiveness of a virtual reality forest on people with dementia: a mixed methods pilot study. Gerontologist (2018 ) 58:478–87.
Not in our library10.1093/geront/gnw270
- 73.
La Corte V Sperduti M Abichou K Piolino P Episodic memory assessment and remediation in normal and pathological aging using virtual reality: a mini review. Front Psychol (2019 ) 10:173.
Not in our library10.3389/fpsyg.2019.00173
- 74.
- 75.
Indovina P Barone D Gallo L Chirico A De Pietro G Giordano A Virtual reality as a distraction intervention to relieve pain and distress during medical procedures: a comprehensive literature review. Clin J Pain (2018 ) 34:858–77.
Not in our library10.1097/ajp.0000000000000599
- 76.
Navarro-Haro MV Lopez-Del-Hoyo Y Campos D Linehan MM Hoffman HG Garcia-Palacios A Meditation experts try virtual reality mindfulness: a pilot study evaluation of the feasibility and acceptability of virtual reality to facilitate mindfulness practice in people attending a mindfulness conference. PLoS One (2017 ) 12:e0187777.
Not in our library10.1371/journal.pone.0187777
- 77.
- 78.
Garrett B Taverner T Mcdade P Virtual reality as an adjunct home therapy in chronic pain management: an exploratory study. JMIR Med Inform (2017 ) 5:e11.
Not in our library10.2196/medinform.7271
- 79.
- 80.
Ohyama S Nishiike S Watanabe H Matsuoka K Akizuki H Takeda N Autonomic responses during motion sickness induced by virtual reality. Auris Nasus Larynx (2007 ) 34:303–6.
Not in our library10.1016/j.anl.2007.01.002
- 81.
Chen W Chao JG Chen XW Wang JK Tan C Quantitative orientation preference and susceptibility to space motion sickness simulated in a virtual reality environment. Brain Res Bull (2015 ) 113:17–26.
Not in our library10.1016/j.brainresbull.2015.01.007
- 82.
Carnegie K Rhee T Reducing visual discomfort with HMDs using dynamic depth of field. IEEE Comput Graph Appl (2015 ) 35:34–41.
Not in our library10.1109/mcg.2015.98
Cited by papers we hold 2
Reads
Read by people on this page
None yet.
Checked or read by AI through naulon
None yet.
A person counts once a day per paper. We keep no cookie and no address: a reader is a hash that changes every day. Any month under five reads shows no number.
Are you an author?
Is this your paper?
Claim it to add your note and be paid when agents cite it. Free.