Psychology Expert Needed
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References
Rizzo, A. “Skip,” & Koenig, S. T. (2017). Is clinical virtual reality ready for primetime? Neuropsychology,
31(8), 877–899. https://doi-org.library.capella.edu/10.1037/neu0000405
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Is Clinical Virtual Reality Ready for Primetime?
By: Albert “Skip” Rizzo
Medical Virtual Reality Lab, University of Southern California Institute for Creative Technologies;
Sebastian Thomas Koenig
Director, Human Interface Technology Engineer, Katana Simulations Pty Ltd., Adelaide, Australia
Acknowledgement: The author Sebastian T. Koenig has a financial interest in two applications
mentioned in this article. As director of Katana Simulations Pty Ltd., he has ownership of the C3A
Virtual Kitchen as referenced by Wall and colleagues (2017), and the Virtual Classroom as
referenced by Blume and colleagues (2017).
For access to a large library of online videos demonstrating many of the applications discussed in
this article, go to https://www.youtube.com/user/albertskiprizzo.
Virtual reality (VR) technology offers new opportunities for clinical research, assessment, and
intervention. Since the mid-1990s, VR-based testing, training, and treatment approaches have been
developed by clinicians and researchers that would be difficult, if not impossible, to deliver using
traditional methods. During this time, a large (but still maturing) scientific literature has evolved
regarding the outcomes and effects from the use of what we now refer to as clinical VR applications
targeting cognitive, psychological, motor, and functional impairments across a wide range of clinical
health conditions. Moreover, continuing advances in the underlying enabling technologies for creating
and delivering VR applications have resulted in its widespread availability as a consumer product,
sometimes at a very low cost. So, when one studies the scientific literature, examines the evolving
state of the technology, and observes the growing enthusiasm for VR in the popular culture, a big
question emerges for psychology, neuropsychology, and rehabilitation: “Is clinical VR ready for
primetime?” Although many well-thought-out VR-based research prototypes have generated a
provocative scientific literature and a fair share of excitement, how far are we away from mainstream
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availability, adoption, and implementation? To address this question, the current article will briefly
describe VR technology, discuss the trajectory of clinical VR over the last 20 years, and summarize
the assets that VR offers for creating clinical applications. The discussion section addresses the
question of readiness based on an assessment of the theoretical basis for VR relevant to clinical
applications, the science to date in specific areas of use, 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. Some of the discussion in the current article includes topics that have been
discussed in previous articles, which may be consulted for additional reading (Lange et al., 2012;
Rizzo, Buckwalter, & Neumann, 1997; Rizzo, Schultheis, Kerns, & Mateer, 2004).
What Is Virtual Reality?
The concept and definition of VR has been subject to debate by scientists and clinicians over the
years. VR has been very generally defined as a way for humans to visualize, manipulate, and
interact with computers and extremely complex data (Aukstakalnis & Blatner, 1992). From this
baseline perspective, VR can be seen as an advanced form of human-computer interaction (Rizzo et
al., 1997) that allows a user to more naturally interact with computers beyond what is typically
afforded with standard mouse and keyboard interface devices. Moreover, some VR formats enable
users to become immersed within synthetic computer-generated virtual environments. However, VR
is not defined or limited by any one technological approach or hardware set up. The creation of an
engaged VR user experience can be accomplished using combinations of a wide variety of
interaction devices, sensory display systems, and content presented in the virtual environment. Thus,
there are three common variations for how VR can be created and used.
Nonimmersive VR is the most basic format and is similar to the experience of someone playing a
modern computer or console videogame. Content is delivered on a standard flat-screen computer
monitor or TV with no occlusion of the outside world. Users interact with three-dimensional (3D)
computer graphics using a gamepad, a joystick, specialized interface devices (from a treadmill to a
handheld Nintendo Wii remote), as well as basic mouse or keyboard. Modern computer games that
support user interaction and navigation within such 3D worlds, even though presented on a flat-
screen display, can technically be referred to as VR environments.
Immersive VR can be produced by the integration of computers, head-mounted displays (HMDs),
body-tracking sensors, specialized interface devices, and 3D graphics. These set-ups allow users to
operate in a computer-generated simulated world that changes in a natural or intuitive way with head
and body motion. Using an HMD that occludes the user’s view of the outside world, an engaged
immersive virtual experience employs head and body-tracking technology that senses the user’s
position and movement and sends that information to a computing system that can update the
sensory stimuli presented to the user in near real-time, contingent on user activity. This serves to
create the illusion of being immersed “in” a virtual space, within which users can interact. When
immersed within computer-generated visual imagery and sounds of a simulated virtual scene, user
interaction produces an experience that corresponds to what the individual would see and hear if the
scene were real. Another less common method for producing immersive VR experiences uses
stereoscopic projection screens arrayed around a user in various configurations. Sometimes six-
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walled projection rooms known as cave automatic virtual environments (CAVEs; Cruz-Neira et al.,
1993; DeFanti et al., 2011) are used that allow for interaction in a less encumbered, wide field of view
simulated environment for multiple concurrent users. However, such CAVE systems are costlier and
more complex and are typically beyond the practical resources of most clinical service providers
and/or basic researchers.
Regardless of the technical approach, the key aim of these immersive systems is to perceptually
replace the outside world with the virtual world to psychologically engage users with simulated digital
content designed to create a specific user experience. Immersive VR (most commonly delivered in
an HMD) is typically the choice for applications where a controlled stimulus environment is desirable
for constraining a user’s perceptual experience within a specific synthetic world. This format has
been often used in clinical VR applications for anxiety disorder exposure therapy, analgesic
distraction for patients undergoing acutely painful medical procedures, and in the cognitive
assessment of users to measure performance under a range of systematically delivered challenges
and distractions.
A Very Brief History of Clinical VR
VR has recently captured the public’s imagination as the next big thing in media. However, the
technology for creating VR experiences and its clinical use has existed for at least two decades.
During the 1990s the growing availability and rapid evolution of personal computing drove the global
adoption of innovative digital technologies for the purposes of productivity enhancement,
communication, and social interaction. At the same time, the advances in modern computing power
required to automate processes and store/analyze vast quantities of data did not go unnoticed by
clinical researchers and providers, who imagined and prototyped novel behavioral health care
applications. Primordial efforts from this period can be seen in developments that aimed to use
personal computers to enhance productivity in patient documentation and record-keeping, automate
the administration and scoring of psychometric tests, and in the computer-delivery of cognitive
training/rehabilitation activities (Robertson, 1990). As well, with the rapid improvements in Internet
connectivity seen during the 1990s, the idea of enhancing access to care via Internet-based
teletherapy (Cuijpers, van Straten, & Andersson, 2008; Putrino, 2014; Rizzo, Strickland, & Bouchard,
2004; Stamm, 1998) and self-help cognitive-behavioral programs (Carlbring et al., 2001; Spek et al.,
2007) was explored. Since that time, the impact of computer and information technology on society
has grown dramatically. This can be seen in the current adoption and growing demand for mobile
devices, high speed network access, smart televisions, social media sites, photorealistic digital
games, wearable behavioral sensing devices, and now, the second coming of virtual reality. Such
consumer-driven technologies, thought of as visionary just 10 years ago, have now become
increasingly common and essential fixtures in the digital landscape of a global society.
The idea of using VR for clinical purposes was first recognized in the early to mid-90s with initial
efforts to design VR simulations to deliver exposure therapy for specific phobias (e.g., fear of heights,
flying, spiders, and public speaking; Lamson, 1994; Rothbaum et al., 1995) and for cognitive
rehabilitation (Brown et al., 1998; Cromby et al., 1996; Pugnetti et al., 1995; Rizzo, 1994). The
compelling feature that drove this innovation was that VR could leverage computing beyond its
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cardinal purpose—the automation of processes—to instead use computers to produce and deliver
sensory stimuli for the creation of embodied, interactive, and immersive user experiences. This was
recognized early on in the visionary article “The Experience Society” by VR pioneer, Myron Krueger
(1993), in his prophetic statement, “. . . Virtual Reality arrives at a moment when computer
technology in general is moving from automating the paradigms of the past, to creating new ones for
the future.” (p. 163). Viewed from this perspective, VR afforded the opportunity to create highly
realistic, interactive, and systematically controllable stimulus environments that users could be
immersed in, and interact with, for human performance measurement and training, as well as clinical
assessment and intervention. Clinicians and scientists who were drawn to the idea of VR during this
time were often guided by the belief that its core features and assets could support the development
of innovative clinical approaches that were not possible with existing traditional methodologies.
The added value for such VR systems can be seen in the technology’s capacity to create systematic
human testing, training, teaching, and treatment environments that allow for the precise control of
complex, multisensory, dynamic 3D stimulus presentations. Within such simulations, sophisticated
behavioral interaction is possible and such physical activity can be precisely tracked, recorded, and
analyzed to study human performance and behavior. Much like an aircraft simulator serves to test
and train piloting ability under a wide variety of controlled conditions, VR can be used to create
relevant simulated environments where the assessment and treatment of cognitive, emotional, and
sensorimotor processes can take place under stimulus conditions that are not easily deliverable and
controllable in the physical world. When combining VR’s stimulus control features with the ability to
immerse users in functional and ecologically relevant virtual environments, early clinical VR scientists
envisioned a fundamental advancement in how human assessment and intervention could be
addressed. It could be conjectured that this “Ultimate Skinner Box” perspective was what human
experimental researchers and clinicians had always strived for, but were limited by the constraints
imposed by the laws of physics that govern physical reality. This “vision” drove the enthusiasm and
innovative efforts seen in the fledgling area of clinical VR in the 1990s.
Unfortunately, many technical challenges needed to be overcome before this vision of clinical VR
could be achieved. When discussion of the potential use of VR for human research and clinical
intervention first emerged in the 1990s, the technology needed to deliver on this vision was not
sufficiently mature. Consequently, during these early years VR suffered from a somewhat imbalanced
“expectation-to-delivery” ratio, as most who explored VR systems during that time will attest.
Computers were too slow, 3D graphics were primitive, and user interface devices were awkward,
requiring more effort than users were willing to expend to learn how to operate them effectively.
Moreover, VR HMDs were costly, bulky, and had limited tracking speed, resolution, and field of view.
As a consequence, VR commenced its “nuclear winter” period in 1995 as the public became
disenchanted with the quality of a typical VR experience and generally viewed it as a failed
technology. Thus, VR languished for many years in what Gartner Inc. has termed “the trough of
disillusionment,” the stage in technology adoption that often follows the “peak of inflated
expectations” period described in their regularly updated Hype Cycle for Emerging Technologies
(Gartner Inc., 2016).
Despite these technical challenges, the core vision of clinical VR was sound and VR “enthusiasts”
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continued to pursue the research and development needed to advance the technology and document
its added clinical value. And, over the last 22 years, the technology for creating VR systems gradually
caught up with the vision of creating compelling, usable, and effective clinical VR applications. This
has been possible in large part due to the gradual, but continuous, advances in the underlying VR-
enabling technologies and methods (e.g., computational speed, computer graphics, panoramic video,
audio/visual/haptic displays, natural user interfaces, tracking sensors, speech and language
processing, artificial intelligence, virtual human agents, authoring software, etc.). Such advances
have resulted in the technical capability needed to support the creation of low-cost, yet sophisticated,
immersive, and interactive VR systems, capable of running on commodity-level computing devices.
In part driven by the digital gaming and entertainment sectors, and a near insatiable global demand
for mobile and interactive networked consumer products, these advances in technological “prowess”
and accessibility have provided the hardware and software platforms needed to produce more
adaptable and high-fidelity clinical VR scenarios. This has created a state of affairs where clinical VR
applications can now usefully leverage the interactive and immersive assets that VR affords as the
technology continues to get faster, better, and cheaper moving forward toward the third decade of the
21st century. Moreover, since the 1990s, a significant scientific literature has evolved, almost under
the radar, reporting many positive outcomes across a range of clinical applications that have
leveraged the assets provided by VR (Botella et al., 2015; Dascal et al., 2017; Freeman et al., 2017;
Hoffman et al., 2011; Howard, 2017; Maples-Keller et al., 2017; Morina et al., 2015; Rizzo et al.,
2015a, 2015b; Rose et al., 2005; Slater & Sanchez-Vives, 2016).
A short list of the areas where clinical VR has been usefully applied includes fear reduction in
persons with specific phobias (Morina et al., 2015; Opris et al., 2012; Parsons & Rizzo, 2008a;
Powers & Emmelkamp, 2008), treatment for posttraumatic stress disorder (PTSD), depression, and
paranoid delusions (Beidel et al., 2017; Botella et al., 2015; Difede et al., 2007, 2013; Falconer et al.,
2016; Freeman et al., 2016; Rizzo et al., 2010, 2013, 2015a; Rothbaum et al., 2001, 2014),
discomfort reduction in cancer patients undergoing chemotherapy (Chirico et al., 2016; Schneider,
Kisby, & Flint, 2011), acute pain reduction during wound care and physical therapy with burn patients
(Hoffman et al., 2011) and in other painful procedures (Gold et al., 2006; Mosadeghi et al., 2016;
Tashjian et al., 2017; Trost et al., 2015), body image disturbances in patients with eating disorders
(Riva, 2011), navigation and spatial training in children and adults with motor impairments (John et
al., 2017; Rizzo et al., 2004; Stanton et al., 1998), functional skill training and motor rehabilitation in
patients with central nervous system (CNS) dysfunction (e.g., stroke, traumatic brain injury [TBI],
spinal cord injury, cerebral palsy, multiple sclerosis; Deutsch & Westcott McCoy, 2017; Holden, 2005;
Howard, 2017; Klamroth-Marganska et al., 2014; Lange et al., 2012; Merians et al., 2002, 2010), and
for the assessment and rehabilitation of attention, memory, spatial skills, and other cognitive
functions in both clinical and unimpaired populations (Bogdanova, Yee, Ho, & Cicerone, 2016;
Brooks et al., 1999; Brown et al., 1998; Matheis et al., 2007; Ogourtsova, Silva, Archambault, &
Lamontagne, 2015; Parsons, Rizzo, Rogers, & York, 2009; Passig, Tzuriel, & Eshel-Kedmi, 2016;
Pugnetti et al., 1995; Rizzo, 1994; Rizzo et al., 2006; Rose et al., 2005; Valladares-Rodriguez et al.,
2016). To do this, clinical VR scientists have constructed virtual airplanes, skyscrapers, spiders,
battlefields, social settings, beaches, fantasy worlds, and the mundane (but highly relevant)
functional environments of the schoolroom, office, home, street, and supermarket. In essence, VR
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environments mimicking real or imagined worlds can be applied to engage users in simulations that
support the aims and mechanics of a specific clinical assessment or therapeutic approach. As a
result, there is a growing consensus that VR has now emerged as a promising tool in many domains
of research (Bohil et al., 2011; Larson, Feigon, Gagliardo, & Dvorkin, 2014) and clinical care
(Freeman et al., 2016; Goldman-Sachs, 2016; Lange et al., 2012; Norcross et al., 2013).
Analysis of Clinical VR Assets
What makes clinical VR so distinctively innovative is that it represents more than a simple linear
extension of existing computer technology for human use. By way of VRs capacity to immerse a user
within an interactive computer-generated simulation, new possibilities exist that can go beyond the
simple automation of previous clinical assessment and intervention approaches. Nevertheless, in
deciding as to whether clinical VR is ready for primetime, one needs to consider what features VR
offers that may make it especially suited for clinical and research usage.
On a very general level VR can be seen to foster core processes that are relevant across a variety of
clinical domains. These processes can be briefly summarized as expose (e.g., exposure therapy for
anxiety disorders, PTSD, or addiction treatment), distract (e.g., distracting attention away from painful
medical procedures to reduce pain perception or promote discomfort reduction), motivate (e.g.,
motivating clients in cognitive/physical rehabilitation to perform repetitive and sometimes boring tasks
by embedding them within game-like contexts), measure (e.g., measuring performance on
physical/cognitive assessment activities), and engage (e.g., generally seen as the captivation of
attention/action that is useful for engaging participation with clinical applications). To effectively drive
these processes in a thoughtful fashion, it is helpful to be aware of the features and assets that are
available for clinical use of VR technology. These assets have been specifically detailed as they
relate to the predecessor field of aviation simulation technology (Jentsch & Curtis, 2017) and an
earlier detailing of these assets for neuropsychology appeared in Rizzo et al. (2004). However, in
view of the rapidly advancing state of VR technology, a revisiting of its current status is warranted,
especially as it pertains to general clinical applications.
Ecological Relevance
Clinical VR scenarios can be modeled after relevant contexts that exist in everyday life. Within such
simulated environments, it is possible to create activities that mimic challenges faced by clinical
populations, and implement them as part of assessment and intervention strategies. This has been a
guiding feature in clinical VR development since the 1990s, leading to the creation of many standard
archetypic testing and treatment spaces (e.g., homes, offices, classrooms, stores, tall buildings, cars,
battlefields, hospital settings, social gatherings, public speaking auditoriums, etc.). The primary driver
for these efforts is the view that we can better predict or enhance human functioning (e.g., behavioral
outcomes, emotional coping, cognitive/motor task performance) in the real world by providing
systematic and highly controllable assessments and interventions within functionally similar virtual
worlds.
This is particularly relevant in view of the underlying concepts of generalization and transfer of
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training that have been “big” issues across all domains of psychology and rehabilitation. For
example, traditional neuropsychological assessment and rehabilitation has been criticized by some
authors (Parsons, Carlew, Magtoto, & Stonecipher, 2015; Rizzo, Buckwalter, & Neumann, 1997;
Sbordone, & Long, 1996; Wilson, 1997) as limited in the area of ecological validity, that is, the degree
of relevance or similarity that a test or training system has relative to the real world (Neisser, 1978). A
number of examples illustrate efforts to enhance the ecological validity of assessment and
rehabilitation by designing VR scenarios that are “replicas” of relevant archetypic functional
environments. This has included the creation of virtual cities (Brown et al., 1998; Costas, Carvalho, &
de Aragon, 2000; Gamito et al., 2016), supermarkets (Cromby et al., 1996; Josman et al., 2014; Levy
et al., 2015), homes (Koenig, 2012; Rose et al., 2001), kitchens (Christiansen et al., 1998; Davies et
al., 1998; Foloppe et al., 2015; Wall et al., 2017), school environments (Rizzo et al., 2000, 2006;
Stanton et al., 1998), workspaces/offices (Koenig et al., 2012; Krch et al., 2013; Matheis et al., 2007;
McGeorge et al., 2001), rehabilitation wards (Brooks et al., 1999), and even a virtual beach (Elkind et
al., 2001). From these efforts, recent reviews have provided support for the impact of ecologically
relevant clinical VR applications on real-world treatment outcomes in both clinical psychology (Morina
et al., 2015) and in rehabilitation (Howard, 2017).
Although early attempts at the creation of these environments varied significantly in their level of
pictorial or graphical realism, this fidelity factor may be secondary in importance, relative to the actual
activities that are carried out in the environment for determining their value from an ecological
relevance standpoint (cf. Parsons, 2015; Rizzo et al., 2006). Interestingly, when in a virtual
environment, humans often times display a high capacity to “suspend disbelief” and respond as if the
scenario was real. It could be conjectured that the “ecological value” of a VR task that needs to be
performed may be well supported despite limited graphical realism. In essence, as long as the VR
scenario “resembles” the real world, possesses design elements that replicate key real-life
challenges, and the system responds well to user interaction, then the graphical realism can be less
important for activating behavior and emotion. This has especially been observed by clinicians using
VR to conduct exposure-based therapies for anxiety disorders, PTSD, and addiction (Bordnick et al.,
2013). Clients commonly report significant emotional activation despite the “cartoonish” nature of the
visual content seen in some VR scenarios. Thus, while a number of the successful VR scenarios
designed for exposure-based therapy of specific phobias would never be mistaken for the real world,
clients experiencing these VR worlds still manifest physiological responses and report subjective
units of discomfort levels that suggest they are responding as if they are in the presence of the
feared stimuli (Costanzo et al., 2014; Norrholm et al., 2016; Wiederhold & Wiederhold, 1998).
The recent advances in computer graphics as seen in modern computer games have now made the
“fidelity” issue less of a concern. As well, the growing popularity of panoramic 360-degree cameras
and photogrammetry has provided an affordable means to create photorealistic content for VR
applications. Although expectations of computer graphics have also increased steadily, especially
with a younger generation that has grown up with computer and console games and may be put off
by low-quality graphics, perceptually convincing VR scenarios are now more the norm than the
exception in current VR development. Although it is yet to be documented that increased realism has
had an impact on improving clinical outcomes, the ability to create more compelling visual VR
content may, at the very least, improve face validity and increase user buy-in from patients and
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clinical end-users.
Systematic Delivery and Control of Sensory Stimuli
One of the cardinal assets of any advanced form of simulation technology involves the capacity for
systematic delivery and control of stimuli. This asset provides significant opportunities for developing
clinical VR methods. In fact, one could conjecture that the systematic delivery and control of stimuli in
a testing or treatment environment provides the basic foundation of all human research and clinical
methodologies along with the subsequent capture and analysis of the behavior that occurs in
response to those conditions. In this regard, an ideal match exists between the stimulus delivery
assets of VR simulation systems and the requirements of any clinical assessment and intervention
procedure. This can be seen as a core asset whether one is testing construct-specific cognitive
processes (e.g., selective attention performance contingent on varying levels of stimulus intensity
and distraction; Rizzo et al., 2006; Mühlberger et al., 2016), to the complex targeting of more molar
functional behaviors (e.g., planning and initiating the steps to function within a complex office or
home setting; Keefe et al., 2016; Krch et al., 2013), to the precise titration of anxiety activating
content in the service of pacing exposure therapy for the treatment of phobias or PTSD (Rizzo et al.,
2015a; Rothbaum et al., 1995, 1999).
Moreover, the precise control over multiple concurrent tasks and presentation of realistic distractions
during these tasks presents a unique opportunity to simulate complex, lifelike scenarios that is only
starting to receive attention in clinical VR research and development. This approach stands in stark
contrast to the traditional single-construct exposure to cognitive tasks in distraction-free
environments such as a clinician’s office.
This capacity for systematic stimulus control within the context of ecologically relevant simulations of
everyday life (i.e., The Ultimate Skinner Box) for assessment and intervention purposes is one of the
key areas that differentiate clinical VR from all previous methodologies. Thus, VR’s stimulus delivery
capability has been recognized as a significant asset for supporting the integration of VR with brain
imaging and psychophysiology studies (Bohil et al., 2011; Chou et al., 2012; Costanzo et al., 2014;
Norrholm et al., 2016; Tarr & Warren, 2002). This is especially relevant for the field of
neuropsychology which has been increasingly integrating advanced neural imaging technologies in
its quest for a better accounting of the structure and processes underlying brain/behavior
relationships. In fact, the use of VR in imaging studies has nearly as long a history as the direct use
of the technology for clinical interventions (Astur, Ortiz, & Sutherland, 1998).
For example, a VR simulation of the Morris Water Maze test of spatial navigation and place learning,
commonly used with rodents, has generated significant research examining the role of the
hippocampus in human learning (Astur et al., 1998, 2002, 2004). In this elegant and well-matched
use of VR, a human user must navigate a space to find a hidden platform using visual cues in the
surrounding environment. Used in conjunction with fMRI, the test has been applied to assess place
learning performance while concurrently measuring hippocampal activity. Research with this VR
system has reported poorer performance and decreased activation in health conditions where the
hippocampus is implicated such as with Alzheimer’s disease (Shipman & Astur, 2008), PTSD (Astur
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et al., 2006), and schizophrenia (Folley et al., 2010). Other researchers have similarly integrated VR
and brain imaging and have reported, reduced activation of pain-related regions of interest using VR
as a distractor from experimentally induced pain (Hoffman et al., 2006, 2011), changes in brain
activation (i.e., amygdala and 3 frontal areas) to VR stimuli following exposure therapy for PTSD
(Roy et al., 2010, 2014), neural predictors of change in emotion recognition in persons on the autism
spectrum using VR social cognition training (Yang et al., 2017), and cortical reorganization and
associated locomotor recovery in chronic stroke patients with VR game-based rehabilitation (You et
al., 2005). In a recent effort to combine a virtual classroom scenario with near-infrared spectroscopy
(NIRS), Blume et al. (2017), in collaboration with Katana Simulations, created an immersive virtual
classroom neurofeedback training to treat deficits associated with attention-deficit/hyperactivity
disorder (ADHD; Blume et al., 2017). A clinical trial is currently evaluating the efficacy of the training,
that utilizes the NIRS signal to control the classroom’s lighting intensity as a feedback mechanism. It
is hypothesized that a training protocol of 15 sessions, containing activation and deactivation trials,
will facilitate self-regulation skills, and improve ADHD symptoms and motor activity in the
participating 90 children with ADHD. Participants are randomly assigned to the NIRS-based training
in the VR classroom, a NIRS-based training in a 2D classroom, or an electromyogram-based training
in VR. This clinical trial is ongoing.
Although head movement is restricted in most brain imaging systems (excluding NIRS), specialized
“magnet-friendly” interaction devices and displays can still allow users to engage with dynamic virtual
content, albeit the experience is different than a typical unrestricted VR application. With that
limitation acknowledged, the integration of VR as a tool for delivering complex, interactive stimuli with
advanced brain imaging techniques may support neuropsychology in reaching its stated purpose,
that of determining unequivocal brain-behavior relationships, in addition to advancing the state of the
science in other clinical disciplines.
Delivery of Strategic Real-Time Performance Feedback
VR simulations can be designed to provide users with feedback as to the state of their performance
during task practice (knowledge of performance) and after task completion (knowledge of results;
Levin, Weiss, & Keshner, 2015). A primary aim is to promote behavioral calibration of the clients’
actions using clear signals that indicate their status toward achieving performance outcomes.
However, careful consideration needs to be placed on the use of positive and negative feedback
during and after correct and incorrect performance to balance short-term and long-term goals as they
relate to user motivation and task performance (Burgers et al., 2015). Delivery of feedback stimuli
can appear in graded (degree) or absolute (correct/incorrect) forms and can be presented via
auditory, visual, or tactile sensory modalities depending on the goals of the application and the needs
of the user. Moreover, feedback can be inherent to the task and the way the user’s actions are
represented in the VR environment. For example, representing the user’s hands through virtual
models is also a form of feedback, providing real-time information about the user’s movements. This
feedback can be modulated, such as exaggerating, dampening, slowing down, speeding up, or even
mirroring movement (e.g., Regenbrecht et al., 2014), depending on the user’s therapeutic goals.
Feedback delivery is an intuitively essential component for rehabilitation efforts as it is generally
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accepted to be necessary for most forms of learning or skill acquisition (Levin, Weiss, & Keshner,
2015; Sohlberg & Mateer, 1989, 2001). Although VR-based feedback can be presented to signal
performance status in a form that wouldn’t naturally occur in the real world (e.g., a soft tone indicating
a correct response), more relevant or naturalistic sounds can also be creatively applied to enhance
both ecological relevance and the believability of the scenario. For example, in a VR application
designed to help children with learning disabilities practice escape from a house fire (Strickland,
2001), the sound of a smoke detector alarm raises in volume as the child gets near to the fire’s
location. As the child successfully navigates to safety, the alarm fades contingent on her choosing
the correct escape route. More recently, Jin et al. (2016) have implemented a biofeedback
methodology for users aiming to reduce chronic pain via treadmill interaction within a virtual forest
walking task. As users lower their level of skin conductance level (as part of an effort to teach
relaxation and mindfulness strategies), the “fog” within the forest gradually lifts to reveal an engaging
and idyllic wilderness setting. Physical rehabilitation applications have also leveraged the strategic
delivery of performance feedback to enhance relearning of upper extremity abilities following stroke
or traumatic brain injury (Adamovich et al., 2009; Badia et al., 2016; Deutsch, Latonio, Burdea, &
Boian, 2001; Jack et al., 2001; Klamroth-Marganska et al., 2014).
Delivery of Cueing Stimuli to Guide Successful Performance and Impact Behavior
The capacity for dynamic stimulus delivery and control within a virtual environment also supports the
presentation of cueing stimuli that can be used to guide user performance. This is especially relevant
for cognitive rehabilitation applications that implement “error-free” learning strategies. Error-free
training in contrast to trial-and-error learning has been shown to be successful in a number of non-
VR investigations with diverse test populations including persons with developmental disabilities,
schizophrenia, and CNS disorders (Fish et al., 2015; Wilson et al., 1994, 1996). This asset
underscores the idea that for some clinical approaches it may not be desirable for VR to simply
mimic reality with all its opportunities for error. Instead, cueing stimuli features that are not easily
deliverable in the real world can be presented in the virtual world to help guide and train successful
performance. In this special case of stimulus delivery, cues are given to the user prior to a response
in order to help guide successful error-free performance.
Although the use of cueing to support errorless learning is compelling and can now be easily
programmed as a feature within VR simulations, it has rarely been applied and tested in VR contexts.
In the only VR-based head-to-head comparison of this type, Connor, Wing, Humphreys, Bracewell,
and Harvey (2002), reported on a series of case studies of users with TBI operating a haptic joystick-
mediated “Trails B” type training task. In the error-free condition, the haptic joystick restricted
movement on the nonimmersive Trails task such that the user was not allowed to make navigation
errors. Mixed findings were reported, but error-free training resulted in significant response speed
improvements compared with trial-and-error training in some cases. In a case report, Brooks et al.
(1999) used error-free training for wayfinding in a rehabilitation ward as one component in a VR
training system that produced positive transfer to the real ward. Harrison et al. (2002) also reported
the use of cueing stimuli in a VR system designed to train maneuverability and route-finding in novice
motorized wheelchair users. Arrows were presented to trainees with the caption “Go this way” to
guide successful route navigation whenever the user would stray into areas where invisible “collision
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boxes” were programmed in the environment. Two patients with severe memory impairments took
part in route finding training over the course of seven days with the patients successfully learning two
subsections of the test routes while failing to eradicate errors on two further subsections of the
routes. Cueing was also incorporated into a VR system designed for executive function assessment
and training in the context of a series of food preparation tasks within a virtual kitchen scenario
(Christiansen et al., 1998). This VR scenario assessed the ability to perform 30 discrete steps
required to prepare a can of soup and make a sandwich using both visual and auditory cues to
prompt successful performance. However, the specific effect of this cueing was not isolated, nor was
a system in place to prevent errors from actually occurring. Finally, a more recent case report has
shown positive gains in a user with Alzheimer’s disease using a similar virtual kitchen (Foloppe et al.,
2015). Generally, it appears that the use of cueing stimuli to support error-free VR rehabilitation is
promising in concept but there is currently only limited research support with its use in VR. However,
while empirical support is still lacking, the ease for programming these components within VR make it
an appealing feature to test more rigorously in future research.
Beyond errorless learning for cognitive rehabilitation, perhaps the use of verbal cueing could be
applied for cognitive-behavioral approaches that address self-talk within provocative VR settings. For
example, if key prompting statements could be specified in advance, users could prerecord
supportive self-talk cues in their own voice. These cues could then be played back to the user in a
modulated “dreamlike” vocal tone during strategic points within a socially stressful VR scenario
designed to help users deal with anger management, social phobia, or shyness issues. This form of
natural “inner voice” guidance might be useful for self-talk methods within virtual social scenarios with
the aim to improve generalization of the user’s self-generated sub vocal cognitions that could
facilitate more optimal social interaction in the real world.
A dramatic extension of this type of proposed self-cueing feature worth mentioning involves recent
innovative VR efforts to address the cognitive distortions of persons with depression (Falconer et al.,
2016). With the goal of improving “self-compassion”, clinically depressed users were invited to enter
a virtual world for 8 min where they were requested to “console” a distressed virtual child using
tactics on which they had received prior coaching. After a short period of time, the user was switched
into the role (and virtual body) of the child and presented with a replay of their own attempts at
consoling the child. The replay was delivered by an adult virtual representation of themselves that
expressed their own consoling words back to them in their own voice captured from their previous
verbalization and behavioral activity with the virtual child. In a small initial trial (n = 15), after three
repetitions of this body-swapping scenario, significant reductions were measured in depression
severity and self-criticism, along with a significant increase in self-compassion, from baseline to
4-week follow-up. Four patients showed clinically significant improvement. Although this effect should
still be considered preliminary, it does underscore the potential for clinical VR to present
sophisticated cueing content, in this case a fully naturalistic rendition of self-delivered self-
compassion, that produced significant emotional impact on users in a fashion that would be near
impossible to deliver with previously existing methods.
Behavioral Performance Capture and Retrospective and Intuitive After Action Reviews
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The review of a client’s behavioral performance in any assessment and training activity typically
involves examination of numeric data and subsequent translation of that information into graphic
representations in the form of tables and graphs. Sometimes videotaping of the actual event is used
for a more naturalistic review and for behavior rating purposes. These methods, though of value, are
typically quite labor intensive to produce and sometimes result in a less than intuitive method for
visualizing and understanding a complex performance record. These challenges are compounded
when the goal of the review is to provide feedback and insight to clients whose impairments may
preclude a useful understanding of traditional forms of data presentation. VR offers the capability to
capture and review a complete digital record of performance in a virtual environment from many
perspectives. For example, performance in a virtual environment can be later observed from the
perspective of the user, from the view of a third party or position within the scenario, and from what is
sometimes called a “God’s eye view” that is observed from above the scene with options to adjust
the position and scale of the view. This can allow a client to observe and repeatedly review their
performance from multiple perspectives. Options for this review also include the modulation of
presentation as in allowing the client to slow down rate of activity and observe each behavioral step
in the sequence in “slow motion” (Rizzo et al., 2004).
Advanced programs that incorporate such methods have been in steady use by the military to
conduct After Action Reviews (AAR; Morrison & Meliza, 1999). In military VR applications, which
often include multiple participants in a shared virtual space, a computerized AAR tool can allow the
behavior of any participant to be reviewed from multiple vantage points at any temporal point in the
digital training exercise. This is now standard procedure for military simulation training but has had
limited application in clinical VR approaches. With the exception of less naturalistic review of paper-
and-pencil results and the occasional review of a client’s videotaped performance from fixed camera
positions, the capacity to provide more intuitive “first-person” perspective views to clients has not
been feasible with existing technology, and thus VR now provides a powerful asset in this area
(Rizzo et al., 2004).
Early efforts to leverage this VR asset appeared as a feature for reviewing navigational performance
in a number of wayfinding and place learning applications (Astur et al., 1998; Jacobs, Laurance, &
Thomas, 1997; Kober et al., 2013; Koenig, Crucian, Dalrymple-Alford, & Dünser, 2010; Skelton et al.,
2000). This has primarily been used in applications where a tracked movement record is vital for
measuring and visualizing the dependent variable of exploratory behavior. A review method was also
developed for replaying a child’s head movements while they are tracking stimuli within a virtual
classroom in a VR assessment of attention (Rizzo et al., 2006). This application took data from a
tracking device positioned on top of the VR HMD and represented the captured movement via a
virtual representation of a person’s head. The virtual head is rendered to face outward from the
screen and a “straightforward” head position represents the attentive gaze at the virtual blackboard
where target hit stimuli are displayed to the child. During video playback after a test session, it is
possible to observe the child’s head movements during discrete periods when distracting stimuli are
presented around the classroom (see https://youtu.be/BQyO3oDMKbI). Head movements away from
the center of the screen represent the child’s actual movements to follow the distracting stimuli on
each side of the classroom instead of the face forward position required to view the target stimuli.
This playback format delivers an extremely intuitive understanding of the distractibility of children
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diagnosed with attention-deficit/hyperactivity disorder (ADHD) during VR classroom performance
testing that were revealed from the complex statistical analyses of this movement data. The provision
of this type of intuitive behavioral visualization could serve to improve the understanding of the
behavior of an ADHD child by professionals, parents, and perhaps even the tested child in a manner
not possible with graphs and data tables (Rizzo et al., 2004, 2006). Systematic studies of the clinical
use of this form of performance record review have yet to appear in the literature, although this form
of visualization asset illustrates how VR may add value for assessment and intervention that is not
readily available with existing traditional tools.
The “Pause Button” for Midsession Review and Analysis With the Clinician
In any intervention that activates cognitive, behavioral, and emotional processes for a clinical
purpose, clinician review/feedback is an essential component for building a therapeutic alliance and
fostering clients’ self-awareness. Although feedback can be delivered digitally within a simulation for
guiding real-time performance, and retrospectively for past performance review (see previous three
assets), clinical VR interactions can be paused and restarted at precisely the next moment in the
digital sequence or replayed from an earlier juncture for the purposes of face-to-face therapist
engagement/support as needed. It is easy to think of VR as an all-encompassing computerized
environment that delivers all the ingredients for good intervention, but that would be naïve. Rather,
the use of such potent and emotionally evocative simulations should be viewed simply as tools for
extending the skills of a well-trained clinician and as a method that may amplify client engagement
with a therapeutic process that is known to have efficacy in a real-world delivery context. From this
view, the capacity to pause a simulation to engage in clinical dialog at strategic junctures is a
distinction that is often overlooked due to its simplicity. This functionality has relevance across all
areas of clinical intervention and needs to be specifically designed during the VR development
process to augment the therapist-client relationship instead of hindering it.
Specifically, immediate therapist response to client performance is one form of feedback that is
commonly seen in the rehabilitation of clinical populations. This may be of particular value for clinical
populations who have memory difficulties that require more frequent review and feedback during a
training session. Although pausing is of course possible with any assessment or intervention
approach, VRs unique assets offer the opportunity to pause or “freeze time” in the middle of a
functional real-world simulated task. This can result in additive learning benefits, whereby you can
“stop and evaluate” not only individual performance, but also by examining what environmental
elements may be affecting performance. For example, during activities in a VR kitchen for the
completion of a simple task (i.e., making a can of soup), performance may be paused for the
correction of errors (missed procedure steps), evaluation of safety elements of the task (where are
the sharp objects) or discussion of perceptual difficulties (inappropriate visual scanning; Rizzo et al.,
2004). The simulation can then be restarted or backed up to an earlier point to allow for a “redo.”
Similarly, for psychological treatment, when a user is immersed within a provocative simulation where
they are confronting a digital recreation of a traumatic event or an environment designed to deliver
anger or addictive behavior cues, the simulation can be paused for direct coping strategy coaching
with the clinician.
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Thus, the ability to pause performance “mid-digital stream” allows a clinician to intervene strategically
to enhance client processing and discussion of decision-making, memory strategies, coping
behaviors, assertive language, cognitive restructuring, or any of the myriad clinical tactics that are
commonly applied as the elements of quality evidence-based (and empathy-based) therapeutic care.
Contrary to some of the negative concerns we have heard expressed over the years regarding the
use of technology in clinical practice (“It puts a barrier between the therapist and the client”), the
ability to pause (and later restart) a client’s simulated experience for a direct clinical intervention may
actually serve to remove a key barrier—the lack of an immediate shared experience. Therapy can
involve a lot of discussion of abstract concepts that sometimes do not lend themselves to an easily
shared understanding of the client’s experience of everyday life. A clinician who has the opportunity
for close observation of the client’s behavior within an emotionally or cognitively challenging VR
simulation, and who then can pause it to provide strategic support or reflection, may have an edge
for developing a closer understanding of the client. This edge may reside in the clinician’s newfound
ability to observe the client as they address a challenge that would have previously remained unseen
by the clinician due to its exclusive occurrence outside of the therapy office.
Safe Testing and Training Environments That Minimize the Risks Due to Errors
This is an area where clinical VR provides an obvious asset by creating options for users with
cognitive or sensorimotor impairments to be tested and trained in the safety of a simulated digital
environment. The value of this has already been amply demonstrated in the predecessor field of
aviation simulator research where actual flying accidents dropped precipitously following the early
introduction of even very crude aircraft simulation training (Johnston, 1995). Early on in the clinical
VR domain, this asset served as a driving force for VR system design and research with both clinical
and unimpaired populations. For example, the simple (but potentially dangerous) act of street
crossing has been tested and trained in VR with unimpaired children (McComas, MacKay, & Pivik,
2002; Morrongiello, Corbett, Switzer, & Hall, 2015; Schwebel, McClure, & Severson, 2014),
populations with learning and developmental disabilities (Brown et al., 1998; Josman, Ben-Chaim,
Friedrich, & Weiss, 2008; Strickland, 2001), and adult TBI and stroke groups with neglect (Navarro et
al., 2013; Naveh, Katz, & Weiss, 2000). Other relevant application areas include kitchen safety
(Rose, Brooks, & Attree, 2000), escape from a burning house with children on the autism spectrum
(Strickland, 2001), preventing falls with at risk elderly (Jaffe, Brown, Pierson-Carey, Buckley, & Lew,
2004; Neri et al., 2017), use of public transportation (Mowafty et al., 1995), and driving with a range
of clinical populations (Akinwuntan, Wachtel, & Rosen, 2012; Liu, Miyazaki, & Watson, 1999;
Pietrzak, Pullman, & McGuire, 2014; Rizzo, Reinach, McGehee, & Dawson, 1997; Schultheis &
Mourant, 2001). And, more recently, there has been an increased interest in VR driving applications
to reduce risk in both novice and aged populations (Casutt, Martin, Keller, & Jäncke, 2014; Cox et al.,
2015). In addition to the goal of promoting safe performance in the real world, some researchers
have reported positive results for building a more rational client self-awareness of deficits using a VR
approach. For example, Davis and Wachtel (2000), have reported a number of instances where older
adults, poststroke, had decided not to continue making a return to driving a primary immediate goal
after they had spent time in a challenging VR driving system.
Finally, one concern that may exist with this asset involves the potential that practice of activities that
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are dangerous in real life, within the safety of a virtual environment, might create a false sense of
security or omnipotence that would put the client at risk upon subsequent action in the real world. In
essence, can safe transfer of training occur in the real world when the consequences of errors are
prevented from occurring in VR? This is a very challenging concern that needs careful consideration.
Perhaps, one option would be to provide a noxious sound cue, contingent on the occurrence of
dangerous errors in VR, as a means to condition a proper attitude of caution in clients. This concern
further underscores the need for a professional to closely monitor client activity in order to recognize
possible patterns of risk taking behavior that could emerge when using VR (Rizzo et al., 2004).
Independent Practice of Therapeutic Activities Outside of the Clinic
Independent home-based physical therapy or cognitive training by clients following a stroke or TBI is
a common and highly recommended component for most approaches to rehabilitation. Similarly, with
standard cognitive-behavioral therapy (CBT) for psychological disorders, it is generally accepted that
by having clients do between-session “homework”, that generalization of skills learned in therapy
session will be promoted in everyday life. Thus, clients are routinely encouraged to engage in
clinician-recommended therapeutic activities independently as part of a general approach to clinical
care. Up until the last few years, access to VR technology for supporting clinical care outside of the
clinic was a hopeful vision, but very limited by the immature state of the technology. Consequently,
there is very little research on the additive value of home-based VR for bolstering clinic-based
interventions on clinical outcomes.
Researchers over the last 20 years have proposed and tested various configurations for pushing VR
game-based physical rehabilitation into home-based systems (Piron et al., 2002; Proffitt & Lange,
2015; Standen et al., 2014). However, as compelling as this idea sounds in concept, limitations due
to the cost of equipment and complexity of set up and use limited the general adoption of this
approach. One challenge for physical rehabilitation early on was seen in the need for specialized
interface devices and body tracking systems required to foster interaction with virtual rehabilitation
task content. This has been somewhat minimized in recent years with various commercially available
camera-based 3D tracking systems like the Microsoft Kinect or the Leap Motion sensor. There are a
number of commercial and noncommercial entities that develop such VR systems based on low-cost
sensors, but primarily they have been focused on clinic-based use (Faria, Andrade, Soares, & Badia,
2016; MindMaze, 2017; SilverFit, 2017). Movement of these systems into the homes of users for
independent practice and online tracking of use/performance by a supervising clinician is only
starting to become technically feasible and future effort in this area is expected to accelerate,
especially in view of the positive findings that have emerged from studies of in-clinic use (Howard,
2017; Klamroth-Marganska et al., 2014).
Efforts to use immersive VR for CBT home-based activities have been similarly hampered by cost
and complexity issues. That is also expected to change in the near future as low-cost VR HMDs that
are easy to operate are now coming into the marketplace. This is in part due to the widespread
access to personal computing, previously limited to standalone computers, but now bolstered by the
ubiquitous presence of mobile phones/devices. Thus, access to computing power is no longer a
significant bottleneck for supporting independent clinical VR practice. Moreover, access to a VR HMD
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for personal use is no longer a limiting factor as new technology has accelerated the availability and
adoption of low-cost consumer level HMDs. This can be seen in the rapid developments in mobile
phone enabled HMDs. Products such as the Samsung Gear VR or the Google Daydream offer fairly
good fidelity at the price of a mobile phone and a HMD housing, costing less than $100, into which
the phone can be inserted to create a working VR headset. These systems are easy to use and there
is content that is becoming readily available that can be applied for clinical purposes. For example,
low-cost “fear of public speaking” VR software is readily downloadable (Hypergrid Business, 2016)
for these systems. The software allows users to practice their speaking skills in front of a wide range
of virtual audiences along with the presentation of public speaking coaching content. However,
although self-treatment for this form of anxiety when viewed as a skill training intervention appears
on the surface to be relatively benign, it does open the door to other types of self-help VR anxiety
disorder applications. This state of affairs will require a deeper analysis as to the ethical use of such
emotionally evocative software and the issues surrounding VR self-help will be discussed later in this
article.
Adaptable User Interfaces and Sensory Displays to Promote Access
The emerging human computer interaction research area referred to as “3D User Interaction”
(LaViola et al., 2017) recognizes that interaction with VR content requires thoughtful attention to both
design principles and the needs of the targeted user groups. This is especially relevant for clinical
users with sensory or motor impairments where their capacity to receive value from a VR
assessment or rehabilitation approach is always governed by their ability to interact with the VR
content (Rizzo et al., 2004). Although an extensive literature exists in the area of interface design for
persons with disabilities (Barrett, McCrindle, Cook, & Booy, 2002; Darejeh & Singh, 2013; Lanyi et
al., 2012), a full discussion of that area is beyond the scope of this article. However, because VR
content can be interacted with using a wide variety of adaptive interface devices, we will briefly
address how that capability can be leveraged as an asset for clinical VR. This is particularly relevant
as sensory and motor impairments are commonly seen in persons with CNS dysfunction. A question
that often arises in assessment and rehabilitation, concerns the degree to which a client’s
performance reflects CNS-based cognitive dysfunction versus artifacts due to sensorimotor
impairments. VR offers two ways in which this challenge may be addressed in the testing and
training of cognitive and everyday functional abilities in persons with sensorimotor impairments.
One approach places emphasis on the use of adapted human computer interface devices for VR
interaction. Such devices can allow a user with significant motor impairments to interact with VR
assessment and training content, beyond what is possible for similar clinical activities in the physical
world. Interface adaptations can support interaction by leveraging alternative or augmented
movement, speech, expired air, tracked eye movement, and by way of recent advances in brain
computer interfaces (Kaplan et al., 2013; Millan et al., 2010; Remsik et al., 2016). One very basic
example involves the use of a gaming joystick to navigate in a VR scenario modeled after an
amnestic client’s rehabilitation unit that was found to be effective for teaching wayfinding around the
real unit (Brooks et al., 1999). The authors partially attributed the observed positive training effects to
the client’s capability for quicker traversing of the VR training world using a joystick compared with
what her ambulatory impairments (using a walker) would allow in the real environment. This strategy
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supported efficient use of training time by increasing the number of training trials that were possible
(i.e., 10 trials in VR in the time it would take to complete one with the walker). Quite simply, by
minimizing the impact of the user’s ambulatory impairments, CNS wayfinding functions could be
more efficiently trained.
A second approach can be seen in efforts to tailor the sensory modality of the stimuli presented in
the VR world around the needs of persons with visual impairments. The few efforts in this area have
mainly attempted to build simulated structures around the use of enhanced immersive 3D audio
(Lumbreras & Sanchez, 2000) and tactile stimuli (Connor, 2002). For example, Lumbreras et al.
(2000), aiming to design computer games for blind children, created a 3D audio VR system referred
to as “AudioDOOM.” In this application, blind children used a specialized joystick to navigate the
mazelike game environment exclusively on the basis of 3D audio cues (e.g., footstep sounds, doors
that “creak” open, echoes) while chasing “monsters” around the environment. Following varied
periods of time in the virtual environment, the children are then given Legos to construct their
impression of the structure of the layout. The resulting Lego constructions were noteworthy in their
striking resemblance to the actual structure of the audio-based layout of the maze. Children using
this system (who never actually have “seen” the physical visual world) were able to use the 3D sound
cues to create a spatial-cognitive map of the space and then accurately represent this space with
physical objects (i.e., Legos, clay, sand). Examples of some of these constructions are available on
the Internet (http://www.dcc.uchile.cl/~mlumbrer/audiodoom/audiodoom.html). Such adaptive
interaction approaches in VR offer the potential for factoring out sensorimotor impairments that can
confound clear assessment or rehabilitation of functioning in a way that might not be feasible or valid
within the constraints of the physical world.
Virtual Humans for Addressing Social Interaction and Training
The feasibility for creating clinical VR applications has advanced in part due to substantial progress
in 3D computer graphics rendering that now support the creation of ever more believable context-
relevant “structural” VR environments (e.g., combat scenes, homes, classrooms, offices, markets) for
clinical purposes. However, the next stage in the evolution of clinical VR will involve populating these
environments with virtual human (VH) representations that can engage real human users in credible
and useful interactions. This capability has been around since the 1990s, but the previous limitations
in graphical rendering, natural language processing, speech recognition, and face and gesture
animation made the creation of credible VHs for interaction a costly and labor-intensive process.
Thus, until recently, VHs existed primarily in the domain of high-end special effect studios that
catered to the film or game industry, far from the reach of those who thought to employ them in
clinical health applications.
This is not to say that representations of human forms have not previously appeared in clinical VR
scenarios. In fact, since the mid-1990s, VR applications have routinely employed “primitive” VHs
(e.g., low fidelity graphics, nonlanguage interactive, limited face and gesture expression) to serve as
stimulus elements to enhance the realism of a virtual world simply by their static presence. For
example, VR exposure therapy applications for the treatment of specific phobias (e.g., fear of public
speaking, social phobia) were successfully deployed using immersive simulations that were inhabited
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by “still-life” rendered characters or 2D photographic sprites (i.e., static full body green screen
captured photo images of a person; Anderson et al., 2005; Klinger, 2005; Pertaub et al., 2002). By
simply adjusting the number and location of such VH representations, the intensity of these anxiety-
provoking VR contexts could be systematically modulated with the aim to gradually habituate phobic
patients to what they feared, leading to improved functioning in the real world with real people.
Despite the primitive nature of these VHs, phobic clients appeared to be especially primed to react to
such representations and thus, they provided the necessary stimulus elements to be effective in
these types of exposure-based cognitive–behavioral treatment scenarios.
Other clinical applications have also used animated graphic VHs as stimulus entities to support and
train social and safety skills in persons with high functioning autism (Padgett, Strickland, & Coles,
2006; Parsons et al., 2012; Rutten et al., 2003) and as distracter stimuli for attention assessments
conducted in a virtual classroom (Rizzo et al., 2006). VHs have also been used effectively for the
conduct of social psychology experiments, essentially replicating and extending findings from studies
conducted with real humans on social influence, conformity, racial bias, and social proxemics
(Bailenson & Beall, 2006; Blascovich et al., 2002; McCall et al., 2009).
As the technology has evolved, VH agents can now be created that control computer generated
bodies and can interact with users through natural language speech and gesture in virtual
environments (Gratch et al., 2002; Rizzo, Kenny, & Parsons, 2011; Rizzo & Talbot, 2016a). Moreover,
with advances in artificial intelligence, VHs can engage in rich conversations (Morbini et al., 2014),
recognize nonverbal cues (Rizzo et al., 2015b, 2016b; Scherer et al., 2014), improve interactional
rapport with users (Park et al., 2013), reason about social and emotional factors (Gratch & Marsella,
2004), and synthesize human communication and nonverbal expressions (Thiebaux et al., 2008).
This has resulted in VH agent systems that serve as: virtual patients for training novice clinicians
(Rizzo et al., 2011, 2016a; Talbot et al., 2012), job interviewers for training young adults on the
autism spectrum to perform better in that context (Bresnahan et al., 2016); clinical interviewers to
reduce stigma (resulting in higher endorsement of clinical symptoms; Rizzo et al., 2015b, 2016b),
and as health care guides and clinical support agents (Rizzo et al., 2015b). For example, results from
of sample of military service members (SMs) who were interviewed by a VH clinical interviewer
before and after a deployment to Afghanistan indicated that SMs revealed more PTSD symptoms to
the VH than they reported on the Post Deployment Health Assessment (Rizzo et al., 2016b). In
another study using the same VH agent system, civilian users reported less concern about being
evaluated, disclosed more personal information, and displayed more sadness in an interview with a
VH agent compared with interacting with a VH avatar that they believed was being operated by a
human-in-the-loop “Wizard of Oz” controller (Lucas et al., 2014).
Thus, VHs now are capable of fostering interactions with real people that can address a wide variety
of clinical concerns. There is a growing literature in this area and it is not hard to see the power of VH
applications to foster roleplay training targeting social interaction, anger management, relapse
prevention for addiction, and in many other areas where clinical populations could benefit from low
social risk interaction with a nonjudgmental VH (Albright, Adam, Serri, Bleeker, & Goldman, 2016;
Bickmore et al., 2016; Rizzo et al., 2016b; Tegos et al., 2016; Zhang et al., 2017). Although some
authors have expressed legitimate concerns about the role of VH “automation” supplanting the role of
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clinicians (Innes & Morrison, 2017), VHs applications developed thus far, serve more to fill gaps
where a clinical provider is not available, than to aim at replacement of human providers.
Game-Based Interaction to Enhance Motivation and Engagement
Plato was reputed to have said, “You can discover more about a person in an hour of play than in a
year of conversation” (http://www.quotationspage.com/quote/2128.html). This ancient quote may
have particular relevance for future applications of clinical VR. Observing and/or quantifying a
person’s approach or strategy when participating in a gaming activity may provide insight into
cognitive and psychological functioning similar to the types of challenges found in traditional
performance assessments. However, a more compelling clinical direction may involve leveraging
gaming features and incentives for the challenging task of enhancing motivation and engagement
levels in clients participating in rehabilitation or any other clinical activity for that matter. For example,
one possible factor that may contribute to the mixed outcomes reported in cognitive or physical
rehabilitation research may be in part due to the inability to maintain a client’s motivation and
engagement when confronting them with a repetitive series of retraining challenges, whether using
wordlist exercises, range of motion exercises, or real-life functional activities (Rizzo et al., 2004). The
benefits of gamification for enhancing psychological interventions have also been detailed in Granic
et al. (2014) specifically citing research support of its value for improving cognition (e.g., attention),
motivation (e.g., resilience in the face of failure), emotion (e.g., mood management), and social
interaction (e.g., pro-social behavior). In this regard, an understanding of gaming features and their
integration into VR-based rehabilitation systems to enhance client motivation and subsequent clinical
outcomes may be a useful direction to explore.
Rehabilitation, whether cognitive or physical, provides a clear use case for how the integration of
gaming features with VR is well-matched to the various requirements for creating effective
rehabilitation tasks (Lange et al., 2012; Rizzo, 1994, 2004). This can be illustrated by first detailing
the general requirements for good rehabilitation tasks and then examining how they match up with
the features that game-based VR provides. To do this, we conjecture seven core requirements for a
good rehabilitation task.
The rehabilitation task must be as follows:
Grounded in data-based assessment to specify the target activity to be precisely rehabilitated
Adjustable in terms of difficulty level from something that is possible for the user to perform, to a level
representing the desired end-goal performance
Capable of repetitive and hierarchical administration to the user
Quantifiable in order to measure performance and progress
Capable of providing the user with strategic feedback as to the outcome of performance
Relevant to real-world functional activity
Capable of motivating user engagement and interaction with the task
Clinical VR assets are well-matched to meet these requirements, once a rehabilitation objective is
specified by state-of-the-art data-based assessment methodologies. VR’s capacity for stimulus
control (specified earlier in the article) can support the setting of a baseline challenge level that the
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user is capable of accomplishing. The stimulus control asset can also leverage the tireless capacity
of the computer to generate the repetitive and hierarchical delivery of stimulus challenges across a
range of programmable difficulty levels. In this way, an individual’s rehabilitation activity can be
customized to begin at a stimulus challenge level attainable and comfortable for them, with gradual
titration to higher or lower difficulty levels based on user performance. The interaction between the
user’s behavior and task demands can be automatically scored by the VR software to measure
performance, and provide real-time strategic feedback that can be automatically administered as
needed to shape and modulate performance toward a successful goal. All of this can occur within
simulated VR contexts that embody the complex functional challenges that exist in everyday
ecologically relevant settings. Thus, the experimental control required for rigorous scientific
measurement, analysis, and replication can still be maintained while the user is presented with
challenges that require real-world functional behaviors.
At each step in this process, computer game development principles and evidence-based
rehabilitation task design (Lange et al., 2009, 2010; 2012), can be combined to promote user
motivation and engagement. The VR assets described here follow the same structure for good
computer game design. For example, to maintain motivation, game designers develop content that
provides challenges within what is called the “flow channel.” Schell (2014) detailed the flow channel,
derived from Csikszentmihályi (1990), as, “. . . the narrow margin of challenge that lies between
boredom and frustration, for both of these unpleasant extremes cause our mind to change its focus
to a new activity” (p. 119). By integrating such game development principles with clinical VRs
capacity to deliver systematically controllable simulations, it is now possible to create compelling
rehabilitation tasks to enhance client motivation and engagement beyond what may be possible with
other existing methodologies. The feasibility of translating traditional evidence-based interventions
into computer gaming formats is increasingly being recognized by clinicians and scientists as a
methodology for exploiting the features of games for therapeutic change (Fleming et al., 2016).
Moreover, the growing recognition of the potential value of gamification (and the need for more
research) in health care and the field of “Games for Health” is evidenced by the appearance of
scientific journals and conferences focused on this topic, in addition to an evolving scientific
literature. Because a full review of this area is beyond the scope of this article, the reader is directed
to other detailed reviews (Baranowski et al., 2016; Fleming et al., 2016; Granic et al., 2014; Kato,
2010; Papastergiou, 2009).
Beyond Efficacy: VR as a Tool for Breaking Down Barriers to Care
This final asset is really a more speculative discussion of how VR at the current time may have value
beyond improving the efficacy of a clinical process and rather, is more concerned with how VR could
serve to break down some barriers to care. It is included here because some of these factors may
serve to inform later judgments as to clinical VR’s readiness for improving clinical practice and
research. The main premise here is that the best evidence-based approach for assessing or treating
a clinical health condition serves little value if clients do not seek it out and participate in it. There are
many reasons why these barriers limit client access to care and more detail can be found in
(Andrade et al., 2014; Clement et al., 2015). To more readily consider these barriers, we have
constructed an intuitive model for detailing them, called the 7As. The 7As stand for awareness,
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anticipated benefit, access, availability of well-trained providers, acceptability for seeking treatment,
adherence, and affordability.
Clinical VR may be strategically well-placed to break down some (but not all) of the barriers that keep
people from receiving the benefits of clinical care. To start, client awareness of the range of available
evidence-based treatment options may be limited. Perhaps some remedy for this exists in the media
exposure that is currently at an all-time high for VR. In addition to the media excitement and interest
in novel efforts to use VR for gaming and entertainment purposes, there has also been significant
coverage of VR health care applications. This may be in part due to a desire in some quarters of
popular culture to promote VR’s image as useful for prosocial purposes, beyond first person shooter
games. Thus, a quick search of the Internet will uncover a large volume of “heartstring tugging��� media reports on VR’s application with clinical conditions, especially those that are at the forefront of
the public consciousness (e.g., PTSD, autism, stroke, Alzheimer’s, depression, opiate addiction). For
better or worse, and despite the occasional scientific and factual errors in the popular press, there is
no doubt that clinical VR applications have received significant media visibility. Whether this builds
public awareness of treatment options that leads to actual help-seeking is still an open question in
need of more research.
As well, the double-edged sword of media claims about anticipated benefit can be problematic. The
balance between overwrought claims of clinical success and actual data points can sometimes err on
the side of higher than warranted expectations. However, when a clinical VR research study does
provide positive evidence, the popular media’s focus on covering that finding is fairly certain, thus
reaching the eyes and ears of people who will hopefully seek help, either for themselves or for a
loved one. For example, our PTSD VR exposure work has garnered significant popular media
reporting that is typically followed by an uptick in client or family member queries as to where
treatment can be accessed. The perception of the “sexiness” of the use of “exotic” VR technology in
the popular culture may also build expectations of success that in the end may drive a stronger
placebo effect in those who undergo VR-based services.
Making treatment more accessible is a factor for people who live in remote locations or who face
transportation challenges, and has served to drive efforts at using teletherapy or online self-help CBT
programming. However, as stated in the “independent practice” section, VR as a tool for pushing
care outside of the clinic is still limited by cost and complexity issues, as well as by ethical concerns.
This may be less limited in the future with the growing availability of low-cost VR technology in the
home, but for now, clinical VR is not seen to reduce the impact of this barrier. Similarly, the
availability of well-trained providers who are properly trained in clinical VR procedures is still limited.
Although many VR approaches follow the procedures and mechanics of traditional forms of therapy
(e.g., VR exposure therapy for anxiety disorders uses the same treatment protocol endorsed for
imaginal exposure approaches), the operation of VR equipment does require some specialized
training. This training is becoming more available either from standalone workshops or CME offerings
at respected conferences, but it is not commonplace at the current time. However, the use of VH
patients for training novice clinicians (Rizzo et al., 2011, 2016a; Talbot et al., 2012) is an emerging
area of focus, and this may have a direct impact on improving clinical use and supporting the greater
availability of well-trained providers.
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The acceptability of seeking care can be improved by reducing the internal or external perceptions of
stigma that a potential client may feel when admitting that they have a problem. Although this may be
less relevant for those seeking help to address a CNS-related condition, it is often a factor that limits
help-seeking for those with psychological health conditions. This is an area where clinical VR has
some early research support. In a survey study to assess openness to seeking care in 325 active
duty Army SMs (Wilson et al., 2008), results indicated that 83% of the participants reported that they
were neutral-to-very-willing to use some technology as part of a treatment; 71% were equally willing
or more willing to use a treatment based on technology than to talk to a therapist in a traditional
treatment setting. Moreover 20% of SMs, who stated they were not willing to seek traditional
psychotherapy, rated their willingness to use a VR-based treatment as neutral to very willing. One
possible interpretation of this finding is that a subgroup of this sample of SMs with a significant
disinterest in traditional mental health treatment would be willing to pursue treatment with a VR-
based approach. Thus, VR exposure therapy may offer an appealing treatment option for “digital
generation” SMs and Veterans who may be reluctant to seek out what they perceive as traditional
talk therapies. Other research using VR exposure for PTSD and phobias with civilian groups has
shown high levels of treatment satisfaction with VR (Baños et al., 2009; Beck et al., 2007) and in
some reports, participants reported that it was easier to take the first step in confronting fears with
VR compared imaginal exposure. Certainly, more research is needed to determine whether clinical
VR approaches reduce stigma and promote help-seeking. However, one can speculate that younger
groups who have grown up in this “digital age” may actually be more attracted to and comfortable
with participation in a clinical VR approach and this could be a factor for reducing stigma and
increasing the acceptability of VR-based care.
Finally, more research is needed to investigate the impact of clinical VR for promoting adherence to a
full course of treatment. Although a number of small studies have suggested a higher positive
interest in continuing treatment with VR (cf. Bryanton et al., 2006), most research examining
treatment adherence as a specific variable has been underpowered. Although the motivating factors
of clinical VR tools are frequently referred to in the literature, we are not aware of any systematic
evaluations of VR treatment characteristics and their impact on patient attrition for prolonged,
repetitive treatment protocols. We expect factors such as multiplayer and competitive training
content, level of immersion, story-driven/narrated treatment content, or relevance of treatment
content to the patient’s everyday life to be important factors for sustained patient motivation. The
relevance of the aforementioned “flow channel” (Schell, 2014) and its impact on user motivation and
engagement cannot be overstated. Thus, bridging the gap between scientific construction of
evidence-based treatment tasks and artistic design of game-based content seems a worthwhile
target for further investigation.
Affordability has also been an issue that has limited VR treatment access in the past. This is
expected to be less of a limiting factor, now that higher fidelity, yet low-cost systems have come onto
the market. As a point of comparison, it is now possible to purchase a high-fidelity VR HMD (HTC
Corporation, New Taipei City, Taiwan) for $800 that has superior specifications compared with a
system that would have cost $20,000 (NVIS Inc., Reston, VA) to purchase 5 years ago. In addition,
low-cost smartphone-based VR HMDs are likely to achieve parity with computer-tethered systems for
some clinical VR applications and this is predicted to dramatically reduce hardware costs and
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improve affordability. With large technology companies such as Facebook, Google, Apple, and
Samsung invested in the VR market, we anticipate new and affordable hardware and software to be
released more frequently over the next few years. Moreover, successful companies in the clinical VR
space (e.g., MindMaze, SilverFit, Gesturetek Health) are paving the way for a competitive landscape
of VR tools for clinical assessment and treatment that will inevitably result in more affordable options
for researchers and clinical providers. As these companies continue their R&D work on innovative
VR applications, we hope to see diversity and accessibility in this growing market, not unlike
Google’s Play Store or Apple’s App Store, again with the result of more affordable prices for clinical
end-users and eventually for home-based use by patients.
Discussion—Is Clinical Virtual Reality Ready for Primetime?
The question of clinical VR’s readiness for widespread clinical use can be considered across the
criteria of theory, research, pragmatics, and ethics. On the basis of the clear assets and features that
are available with simulation technology, there is a sound theoretical basis for the development and
implementation of informed clinical VR applications. General simulation technology has a long history
of adding value in aviation simulation, military planning, automotive/aircraft design, and surgical
planning (Virtual Reality Society, 2017). By leveraging these same assets, but in a form factor that
can deliver VR experiences within a clinicians’ office or research laboratory, a new set of virtual tools
become possible for psychology and rehabilitation. Although any given clinical VR application will
likely not leverage all of the VR assets described in this article, a clear specification of what features
can be brought to bear on a clinical target is recommended to guide design, implementation, and
evaluation in a systematic fashion.
A guiding principle in our work is to first look at known processes operating in physical reality that are
believed to contribute to the creation of an evidence-based approach to assessment and
intervention. With that as a starting point, one can specify the VR assets that can underlie and guide
the creation of a VR application to: provide more reliable and valid assessments, amplify treatment
effects, break down barriers to care, or simply reduce costs by automating processes. For example,
we know that the use of imaginal exposure approaches for anxiety disorders are evidence-based in
the physical world. From that, one can see a direct case for using VR to deliver ecologically relevant
simulations, within which we can precisely control and titrate the delivery of progressively more
provocative stimuli to pace exposure for the end goal of promoting extinction learning. Similarly, we
know that the sheer amount of physical rehabilitation activity that a stroke survivor engages in (all
other factors being equal) is related to improved outcomes. From that, it is logical to hypothesize that
if compelling game-based VR rehabilitation tasks are developed, it may be possible to motivate users
to do more repetitions, leading to improved outcomes. These thumbnail examples simply present one
or two of the assets that can inform the rationale for clinical VR use cases, but in reality, there may
be any number of additional features that can be specified and marshalled (e.g., strategic feedback,
cueing stimuli, safety, etc.) for adding value over existing traditional methods. Thus, it is our
perspective that the theoretical basis for using clinical VR is sound and supportive of its “primetime”
application.
The research support for the use of clinical VR is promising, albeit not fully mature. There seems to
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be a consensus in the literature, that VR can produce equivalent or better outcomes for exposure-
based approaches for anxiety disorder treatment (e.g., Bouchard et al., 2017; Maples-Keller et al.,
2017; Morina et al., 2015; Rizzo et al., 2015a). Consistent findings have also been produced in
support of VR as an effective distraction tool for reducing the perception of pain in patients
undergoing acutely painful medical procedures (e.g., Hoffman et al., 2011; Trost et al., 2015). A
growing body of research is indicating that VR can increase participation in physical rehabilitation,
with patients reporting more motivation to engage in rehab tasks within a game-based VR context
compared with standalone training (e.g., Granic et al., 2014). Cognitive assessment methods using
VR have produced promising results in construct validation studies, and for distinguishing between
clinical groups and healthy controls (e.g., Man et al., 2016; Nir-Hadad et al., 2015; Parsons & Rizzo,
2008b; Rizzo et al., 2006). And finally, the use of Virtual Humans in clinical VR applications has
produced promising results indicating that they can foster credible interactions with real people for
training, as health care guides, and in the role of clinical assessors, but this area is still in a very early
state of maturity (Rizzo et al., 2015b, 2016ab; Scherer et al., 2014; Talbot et al., 2012). By contrast,
whether due to the complexity of the problem space or the lack of standards in VR research
methodology, cognitive rehabilitation studies using VR interventions have provided more mixed
outcomes. Again, there is consensus about the promise of VR cognitive rehabilitation tools (e.g.,
Bogdanova, Yee, Ho, & Cicerone, 2016; Ogourtsova, Silva, Archambault, & Lamontagne, 2015;
Valladares-Rodriguez et al., 2016), but the majority of conducted studies are pilot trials without
sufficient power or the study design needed to draw decisive conclusions about efficacy, transfer of
gained skills to the daily life of clients, long-term outcomes, and cost-effectiveness.
A continued focus on research methodology, selection of outcome measures, quantification of
training transfer to daily life, and the identification of “active ingredients” of clinical VR tools is needed
to advance its thoughtful and scientifically valid use. This includes answering questions about: the
frequency and modality of feedback and cues; treatment doses and frequencies; complexity of VR
tasks and environments; importance of graphical realism and fidelity; selection and usability of
interface devices; relevance of gamification and multiplayer/competitive elements; and many other
factors that inform VR system design. Importantly, these questions need to be posed for each of the
diverse patient populations that stand to benefit from clinical VR tools. In sum, the research is
generally supportive for the “primetime” use of clinical VR in some areas, but there should be no
illusion as to the need for more research investigating the boundary conditions for its safe and
effective application.
The positive outcomes seen in the clinical VR literature thus far are actually quite encouraging when
viewed in the context of the challenges that researchers faced in these areas. First, the general
availability of the technology has only existed for about 25 years and for the first 10 to 15 years of
that, the maturity of the hardware and software was quite variable. During those early years, with the
notable exception of exposure therapy applications, clinical VR research and development (R&D)
was essentially exploratory, primarily characterized by one-off, proof-of-concept, prototype systems.
Although these systems produced interesting results in uncontrolled, small sample size studies, only
a few applications were subjected to rigorous parametric tests by independent researchers. As a
result, most clinical VR review articles include the staple recommendation that, “while current VR
findings are promising, more controlled research with larger sample sizes are needed.” This is not a
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slight on innovative researchers who had to bear the double burden of acquiring funding for both
system development and clinical tests, with a technology that was sometimes perceived by grant
reviewers as being too “science-fiction-y” to support good science! Rather, it is just an observation on
the challenges that have slowed the progression of tightly controlled research in some clinical VR
areas. Thus, when one considers that psychology as a science has been around for about 125 years
with a focus on studying human behavior and interaction in the physical world, it makes sense that
we may need a few more years to evolve the science for how humans behave and interact in the
virtual world.
By contrast, the pragmatics for developing and using clinical VR systems are quite favorable. Over
the last 10 years, the technology has gradually advanced enough to support widespread VR system
development beyond what was only possible within very specialized research institutes. This has
now been recognized by the Gartner Inc. (2016) with their elevation of VR from the “trough of
disillusionment” to the “slope of enlightenment” in the hype cycle for emerging technologies. A key
factor for VR’s recent expansion is a growing VR development community that thrives on access to
affordable design tools and VR hardware. Development software (e.g., game engines Unity3D,
Unreal Engine, Amazon Lumberyard) has seen a large boost in popularity over the last 5 years and
has even found its way into high school and college computer science curriculums. Any interested
student, educator, hobbyist, or entrepreneur can pick up these tools for free and begin developing VR
applications without much upfront investment or any of the barriers that VR R&D teams faced in the
past. We expect this momentum and growth of the VR developer community to translate to a surge
of new VR applications, including clinical VR tools. The online PC distribution platform and
community Steam (Valve Corporation, 2017) is currently listing more than 1900 VR-enabled PC
games. We anticipate similar distribution platforms to emerge for clinical VR content that will provide
greater access to affordable libraries of archetypic treatment and assessment scenarios for health
care providers and researchers.
As we look to the future, we see clinical VR as one of the larger domains of general VR usage. In the
recent Goldman Sachs (2016) market analysis looking at the future of VR in 2025, we of course see
that Gaming and Entertainment garners the largest market share. Although this is to be expected
with the public’s chronic demand for new and better ways to consume media, the little noticed item in
that market analysis is that “healthcare” comes in second for the VR market share. This is not a
surprise to researchers and clinicians who have worked in this area over the years, especially as we
see health care costs becoming one of the largest line items in the U.S. Government budget, after
Defense. Interest in clinical VR by actual therapists also seems to be substantial. Norcross et al.
(2013) surveyed 70 psychotherapy experts regarding interventions they predicted to increase in the
next decade and VR was ranked 4th out of 45 options with other computer-supported methods
occupying 4 out of the top 5 positions.
The ethical use of VR needs to be considered thoughtfully in any assessment of its future primetime
impact on psychological practice or science. Current VR technology now allows for the creation of
emotionally evocative virtual experiences. With clinical VR, we often aim to leverage that capability
for a positive impact in client care. But if we accept that it is possible to create experiences that can
evoke strong emotions for a positive clinical purpose, we must also accept the probability of some
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risks for the occurrence of unforeseen negative emotional reactions. Thus, the question of safe and
ethical use of VR has been addressed in detail at various junctures (Madary & Metzinger, 2016;
Rizzo, Schultheis, & Rothbaum, 2003; Yellowlees, Holloway, & Parish, 2012; Tart, 1993). Although
there are a variety of ethical issues for the general application of VR beyond its clinical use (e.g.,
motion sickness side effects, overuse, violent content, etc.), our focus here is limited to the use of VR
as a tool for clinical diagnosis and treatment.
Thus far, a significant literature has emerged in support of the positive impact of well-designed,
theory-informed VR applications on mental health and physical functioning. These applications are
typically administered within the controlled and safe context of the therapy setting, supervised by a
well-trained clinician. However, what happens if these types of VR experiences become commodity
products that are readily accessible to anyone who self-diagnoses their clinical condition and then
uses VR treatment content as a “self-help” therapy? Although some might say this is not much
different than purchasing a self-help book and following the instructions and recommendations
therein, VR experiences may have more impact on a user than what may occur from reading a book.
Similar to most areas of mental health care, there is also a risk that this form of self-diagnosis and
treatment is based on inaccurate or counterproductive information. Another kind of ethical challenge
can also emerge if a clinician decides that VR would be great for generating a buzz for their practice
and result in more business, but the clinician hasn’t had sufficient training in its use and safe
application. Thus, there are issues of concern here from the perspective of patients and providers.
Consequently, there is a need for ethical guidelines regarding the safe and informed use of clinical
VR applications, much like the way that pharmaceutical treatments are managed by a well-trained
and qualified physician.
In the area of clinical practice, the American Psychological Association’s ethical code provides a
clear and well-endorsed set of guidelines that can serve as a good starting point for understanding
and proactively addressing some of the basic issues for the creation and use of VR applications in
clinical practice (APA, 2003). Three core areas of clinical practice concerns and recommendations
can be derived from these guidelines (two of which come directly from the APA code):
2.01 Boundaries of Competence: (a) Psychologists provide services, teach and conduct research
with populations and in areas only within the boundaries of their competence, based on their
education, training, supervised experience, consultation, study or professional
experience.Recommendation: VR-delivered mental health assessment/treatment may require
fundamentally different skill sets than what is needed for traditional “talk therapy” approaches.
Clinicians need to have specialized training, and possibly in the future, some level of certification in
the safe and ethical use of VR for therapy.
2.04 Bases for Scientific and Professional Judgments: Psychologists’ work is based on established
scientific and professional knowledge of the discipline.Recommendation: VR applications that are
developed for clinical assessment and treatment must be based on a theoretical framework and
documented with some level of research before they can be endorsed as evidence-based and
marketed as such. In an emerging area like VR where unique and specific guidelines have yet to be
established, the practitioner must be fully transparent about the evidence base for the approach and
take precautions to preserve the safety and integrity of the patient.
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Self-Diagnosis/Self-Treatment.
Although not cited as an APA standard, the issues regarding patient self-diagnosis and self-treatment
deserve further mention. Mental health conditions can be extremely complex and in some instances
the self-awareness of the patient may be compromised. This can oftentimes lead to a faulty self-
diagnosis as well as the problems that arise when the patient searches for symptom information on
the Internet where reliable and valid content can be questionable. The same issues come into play
with self-treatment. The problems that can ensue are twofold:
The patient makes errors in either or both areas and achieves no clinical benefit, or worse,
aggravates the existing condition with an ineffective or inappropriate VR approach that actually does
more harm.
By pursuing a “seductive” VR self-help approach that is misaligned with their actual needs or has no
evidence for its efficacy, the patient could miss the opportunity to receive quality evidence-based
care that is designed and delivered based on the informed judgment of a trained expert diagnostician
or clinical care provider.
These two negative impacts could occur if a company produces a VR approach without sufficient
validation and markets it to the public as a valid test or cure. This has been seen over the years with
many forms of quack medicine, and there needs to be some principle about the promotion of a VR
application that has the consumer’s protection in mind. This issue is particularly important at the
current time in view of all the public exposure, hype, and genuine excitement surrounding VR. There
are many new companies emerging in the health care space, essentially being driven by venture
capitalists and game developers, without any credible expert clinical and/or research guidance. Such
companies could not only do harm to users, but the uninformed development and overhype of the
benefits to be derived from a VR clinical application leading to negative effects could serve to create
the general impression that VR is a “snake oil” approach and lead to people not seeking (or
benefiting from) an otherwise well-validated VR approach.
An example of a gray area in this domain concerns one of the most common fears that people report
- public speaking. Technically, in an extreme form where it significantly impairs social and
occupational functioning, public speaking anxiety would qualify as a phobia and be diagnosed as an
anxiety disorder. However, because most people do have some level of subclinical fear of public
speaking (that they eventually get over with practice), this has been one of the first areas where
widespread consumer access to public speaking VR exposure therapy software has occurred
(Hypergrid Business, 2016). Users can practice their presentation “skills” on a low-cost smartphone-
based VR HMD (e.g., Google Cardboard/Daydream, Samsung Gear VR) in front of various types of
audiences and settings. In this case, most clinicians would not show much concern for this type of
self-help skills training approach and the potential for damaging effects to a user appears to be fairly
minimal. But, from this example, can we now expect that applications will be made readily available
for other and perhaps more complex anxiety disorder-based phobias (fear of flying, social phobia,
fear of driving, arachnophobia, fear of intimacy, etc.) or even for PTSD treatment? Consequently, it
appears that ethical guidelines may be needed to support the safe use of clinical VR.
In conclusion, interest in the clinical uses of VR technology has accelerated and will likely continue to
be fueled by a societal zeitgeist in which this form of immersive and interactive technology inspires
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the public’s attention and imagination. Although previously hamstrung by costs, complexity, and
clinician unfamiliarity with VR equipment, the technology has evolved dramatically in the consumer
marketplace with new low-cost, hi-fidelity, product offerings that are poised to drive wider scale
adoption. This will result in a probable future scenario in which VR devices will become like toasters
—although you may not use it every day, every household will have one. When such market
penetration occurs, the general public will have more access to a range of VR experiences. This may
serve to accelerate the uptake of clinical VR as users, who would be more familiar with the
technology, begin to imagine its value beyond the world of digital games.
The momentum generated by the growing public awareness of VR coupled with advances in the
technology has created a unique opportunity for psychology and rehabilitation. Our analysis of the
theoretical underpinnings and research findings to date leads us to predict that the application of
clinical VR will have a significant impact on future research and practice. The pragmatic issues that
may influence its adoption as a tool across many areas of psychology also appear favorable, but
professional guidelines will be needed to promote its safe and ethical use. Such guidelines should
inform the development of principles for clinical VR application design, distribution, practice, and
training. Although there is still much work to be done 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. Thus, it is
our assessment that clinical VR is indeed ready for primetime!
References
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Submitted: June 22, 2017 Revised: July 13, 2017 Accepted: July 14, 2017
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Source: Neuropsychology. Vol. 31. (8), Nov, 2017 pp. 877-899)
Accession Number: 2018-03502-004
Digital Object Identifier: 10.1037/neu0000405
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