CHAPTER 2 - REVIEW OF RELATED LITERATURE
Background of Virtual Reality Therapy
Virtual Reality Therapy
VR systems consist primarily of a computer setup and VR headset; however, chairs, gloves, and
sensors are additional accessories that enhance the overall experience. These accessories transmit
various physical sensations through haptic feedback systems. Virtual Reality Therapy (VRT)
involves utilizing Virtual Reality (VR) technology to provide therapy by immersing patients in
manageable and frequently engaging virtual settings. (Ali Adjorlu, 2024). VR is characterized by
three fundamental attributes - immersion, a feeling of presence, and the ability to interact
(Sokołowska, 2024). These attributes come together to support the core of VR, which engages
participants in the interactive generated worlds of computers. Sensory data is provided with the
help of a head-mounted display along with specialized interface devices. These monitor head
movements, enabling the visuals to adjust fluidly by tracking head motion, thus enhancing the
feeling of immersion (Maples-Keller et al., 2017).
Exposure therapy is the primary function regarding therapy, primarily due to the near-immediate
recreation of real-world settings which helps to ensure a higher reproducibility (Bell et al., 2020).
Virtual Reality Therapy (VRT) provides a safe, controlled environment for individual patients
that can be adapted by therapists in real time based on the patient’s response. One of its key
strengths lies in its immersive aspect and the gradual effects that occur over multiple sessions
(Hembree et al., 2003). Patients adapt and learn behavioral skills to be able to prepare themselves
when confronted with fear stimuli upon returning to the real world (Carl et al., 2019). The
practice itself has been proven effective with various mental health conditions, and is viewed as a
potential solution (Bell et al., 2020).
Traumatic experiences often cause individuals to associate specific mental images, sounds,
thoughts, situations, physical symptoms, objects, and bodily sensations with that traumatic event
and those are usually called fear stimuli (Abramowitz et al., 2011). Despite the fear stimuli
present in these immersive environments, it is considered safe to undergo Virtual Reality
Therapy as the patients are being guided and supervised by the therapists, monitoring any
changes in behavior and patient response to the virtual scenario over time. However, as effective
as it can be, patients still may refuse treatment or drop out of Virtual Reality Therapy, especially
when exposed to their fear stimuli for periods of time (Deacon et al., 2013). It however has also
been shown to provide benefits to patients suffering from post-traumatic stress disorder (PTSD),
by giving patients a platform to be exposed and pull away from the stressor (Park et al., 2019).
Virtual Reality Therapy is an interactive form of therapy that collects information from the user’s
sensory system while the VR glasses display a replication of the user’s specific experience with
the fear stimuli present (Diemer et al., 2015). In real-time, the user or patient’s position and head
movement behaviours are recorded with the help of a head tracking system placed on them
(Wilczyński et al., 2016). These are usually done to accommodate those with anxiety disorders.
When treating agoraphobia and social phobia, it becomes effective in multiple short sessions of
at least 15 minutes or longer, 45 to 180 minutes. It’s noted that it’s effective in treatment when
there’s no other pre-existing mental health condition that might affect the immersion or the
interaction in the virtual world scenario (Meyerbroeker et al., 2013). The first study to
investigate the effectiveness of VR therapy was Rothbaum et al., who tested the efficacy by
treating acrophobia in college students; it was proven to have mitigated their fear of heights.
VR and Traditional Therapy
Traditional forms of exposure therapy, particularly cognitive-behavioral therapy (CBT), have
been the standard for the treatment of anxiety as they have been known to significantly reduce
the symptoms of the patients (Wolitzky-Taylor et al., 2008). When integrating the cognitive
reframing strategy and exposure therapy, the treatment improved significantly than CBT alone
(Norton & Price, 2007). Exposure therapy is grounded in the Emotional Processing Theory as the
stimuli trigger fear and trauma in each person who has undergone a traumatic experience (Foa &
Kozak, 1986).
In comparison, Virtual Reality Therapy (VRT) is a new form that is flexible and is able to tailor
to the individual needs in their specific situations. This is due to the VR’s ability to manipulate
the immersive scenario based on the patient’s set of fear stimuli that can be used to replicate the
settings and environment as closely as possible. As it is new, there are still some hindrances to
the patients as they may experience motion sickness, and derealization that results in conflicts
when interacting with their therapist after each session with the VR (Benbow & Anderson,
2019).
Furthermore, Virtual Reality Therapy has its fair share of pros and cons. Examples of its benefits
include convenience, reduced stigma, and much more. When discussing how such stigma can be
reduced, Virtual Reality Therapy can remove a good number of the negative feelings associated
with attending an in-person therapy session. On the other hand, the limitations of that kind of
therapy include reliance on technology, and the lack of privacy (Ko, 2024). The main selling
point of Virtual Reality Therapy is the personalization and ability to manipulate the environment
with the relevant factors or variables tailored to the patient and the capability to interact with
objects within the system. This eliminates the typical need to imagine or hire actors to replicate a
scene for the patient. Despite these setbacks, it’s still considered a more convenient and safer
alternative method of exposure therapy that’s adjustable. It provides an opportunity for its
standardization of usage for the duration and exposure of patients.
Application of VR in Therapy
Treatment of Anxiety, PTSD, Phobias, and Other Illnesses.
With the use of VR and its recent innovations, it is now entirely possible to gather all the relevant
data in real time. Included software are monitors for eye-tracking, heart rate, and skin
conductance. All of which are typical physiological indicators of psychological states such as
fear. Additionally, other centers have begun to process the integration of biosensors such as
electroencephalography (EEG) to make more accurate assessments (Selaskowski et al., 2024).
Mühlberger et. al, in particular, have developed a VR-delivered behavioral avoidance test
(VR-BAT) to automatically collect heart rate, skin conductance, rating of discomfort, and
stimulus-approach distance in order to assess the current impact of specific phobias.
Anxiety, post-traumatic stress disorder (PTSD), and specific phobias are among the most
common and disabling mental health conditions today. They often develop after individuals are
exposed to intense stress or trauma and can significantly interfere with daily functioning.
Anxiety is generally characterized by persistent worry and fear that is difficult to control, while
phobias involve intense, irrational fears of specific objects or situations. PTSD, on the other
hand, can develop after a traumatic event and involves symptoms such as intrusive thoughts,
flashbacks, hypervigilance, and avoidance of trauma-related cues (Carl et al., 2019; Parsons &
Rizzo, 2008).
The outcomes of these disorders are often serious. For instance, individuals may struggle with
maintaining personal relationships, experience academic or occupational difficulties, and have a
decreased overall quality of life. Anxiety disorders and PTSD are also frequently comorbid with
other mental health problems like depression, which compounds the psychological burden
experienced by the individual (Fodor et al., 2018). Emotional avoidance, hyperarousal, and fear
generalization are common coping responses that further reinforce the problem and prevent
recovery.
Virtual Reality Therapy (VRT) is a relatively new but promising form of treatment that addresses
the challenges and inadequacies of traditional therapy, particularly when patients are reluctant or
unable to face feared stimuli in real-world settings. Virtual Reality Therapy allows individuals to
confront their fears in a controlled and customizable virtual environment with multi-sensory
stimulation. Its computer-generated nature gives the opportunity for precise parameters to match
patient preferences, not limited to frame rate, resolution, and design features. With these features,
comes the phenomenon of “uncanny valley” where characters or features don’t feel human-like;
giving a feeling of disgust or revulsion. This can be tackled by opting for more stylistic decisions
creatively, as more stylized avatars tend to be easier to accept due to their lack of intentional
lifelike movement (Bell et al., 2020).
In a meta-analysis conducted by Carl et al. (2019), Virtual Reality Therapy was observed to be
highly effective in treating anxiety-related disorders, with outcomes comparable to those in vivo
exposure therapy. The patient’s exposure to triggers or cues needed emphasizes the importance
of customization in proving the effectiveness of the therapy (Bell et al., 2020). Similarly, Fodor
et al. (2018) found that Virtual Reality Therapy produced significant improvements in symptoms
of both anxiety and depression across a variety of clinical populations. Parsons and Rizzo (2008)
further emphasized that Virtual Reality Therapy is especially useful for treating phobias, as the
virtual environment can simulate specific feared situations with high realism and safety.
Virtual Reality Therapy has also been applied to the treatment of PTSD. According to Rizzo et
al. (2020), virtual exposure significantly reduced PTSD symptoms when compared to control
groups, indicating its strong potential as a therapeutic intervention for trauma-related disorders.
Carl et al. (2019) also concluded that Virtual Reality Therapy is effective for PTSD treatment
based on their large-scale analysis of randomized controlled trials. Furthermore, van ’t
Wout‑Frank et al. (2024) explored the use of Virtual Reality Therapy in combination with
transcranial direct current stimulation (tDCS) and noticed that it helped veterans with PTSD
experience reduced anxiety and improved emotional regulation. The additional usages of VR
apply to autistic or schizophrenic patients in helping to improve their social behaviour, showing
that it also helps moderate Alzheimer’s disease through cognitive reserve and training (Park et
al., 2019).
Obstacles Experienced
Despite promising findings, several challenges remain. Much of the PTSD research using Virtual
Reality Therapy focuses on military populations, particularly veterans, so further studies are
needed to assess its effectiveness in civilian populations (Rizzo et al., 2020). There is also
variability in study methods and sample sizes across current literature, which makes it difficult to
generalize findings. Moreover, there is limited data on the long-term effects of Virtual Reality
Therapy, as many studies do not assess outcomes beyond six months (Fodor et al., 2018). Finally,
combining Virtual Reality Therapy with other treatments such as pharmacological aids or brain
stimulation techniques like tDCS may increase its therapeutic potential, however, more rigorous
studies are necessary to validate these approaches (van ’t Wout‑Frank et al., 2024).
The reception to Virtual Reality Therapy has varying stances, with some claiming to reduce
PTSD symptoms significantly while others countered that there are no differences to traditional
treatments. However, it was later clarified that Virtual Reality Therapy patients experience the
most success in relieving symptoms out of any other method. Additionally, there is a significant
lack of consistency in the review compilation, being left primarily undefined and lacking clear
usage of meta-analytical techniques to evaluate the efficacy of the treatment. Additionally, PTSD
Patients are diverse in the challenges and experiences faced, however, the majority of reviewed
subjects were combat-traumatized war veterans, and this factor lowers the credibility of
effectiveness claims when it comes to PTSD.
The wide range emphasized in clinical VR research and experimentation complicates the study
conduction and result collection, as experts from fields relating to computer science and clinical
research are often required. Depending on its personalized nature, technical experts on the team
may create complex scenarios that may appear as unbelievable to clinical mental health experts.
The process of both development and approval from both fields makes it tedious and tight to
organize. Due to this nature, it results in tight deadlines and frequent compromises that keep the
research from meeting the minimum requirements for publication (Selaskowski et al., 2024).
Despite its supposed accessibility, VR programs intended for this purpose are commercially
unavailable with a lack of proper infrastructure and training in clinical care for this device. The
cost of adopting new technology can reach 400 dollars, for one set of the most recent version of
the Oculus Quest. It’s challenging to maintain due to requiring constant software and hardware
updates. Lastly, there are health concerns involved, ranging from dry eyes to VR sickness. Dry
eyes occur from long and constant exposure to its very hot display and constant blue light.
Another issue that comes up is its potential to be stressful to patients, or risk developing
addictions similar to that of online addiction (Park et al., 2019). Finally, genuine human contact
appears to be preferred over machine usage to more vulnerable people (Selaskowski et al., 2024).
Rehabilitative Capacity of VR/VR Therapy
The simulative aspect remains, with research showing that participants experience virtual
environments similarly to their real-life counterparts. It’s known to produce live emotional
responses the same way, eliciting behaviours that align with standard expectations. Contrarily,
patients who experience higher levels of paranoia have been shown to express detachment from
the virtual environment (Bell et al., 2020).
The success of a client’s recovery in rehabilitation is closely linked to their perception of how
positive their relationship with their therapist seems (Horvath & Symonds, 1991). Studies have
highlighted the significance of verbal and non-verbal communication, especially in informal
conversations where the therapist shares their own experiences, emotions, and opinions to
strengthen their bond with their patient. The therapeutic alliance (TA) is further supported in
Virtual Reality Therapy (VRT) where the primary purpose is to guide patients who have
Acquired Brain Injury (ABI) during their sessions. This results in patients being more motivated
and engaged in their recovery with the integration of VR therapy (Pinto et al., 2012).
A new method designed to be adaptive to the patient’s needs and facilitate the collaboration
between therapist and patient. Communication is further supported through visual, haptic, or
audio cues provided by the immersive nature of the VR. Additionally, it is a preferred method to
those who rehabilitate with their upper limb because aside from better motivation and
engagement (Aderinto et al., 2023), it directly helps with their cognitive function and
task-specific learning, making it more effective than conventional therapy methods in certain
cases (Aida et al., 2018).
Applied Theories in Research
Emotional Processing Theory
Emotional Processing Theory establishes the concept of a fear structure: a memory network that
forms when an individual experiences a traumatic event. This structure contains information
from the event, not limited to; the fear-inducing stimuli, an individual’s behavior and response to
those stimuli, and the meanings attached to them. Therefore, a person would most likely avoid
situations, places, or signs that would trigger traumatic memories (Foa & Kozak, 1986).
Virtual Reality Exposure (VRE) is a form of treatment designed to help a person gradually learn
new coping mechanisms to confront and process traumatic memories and fear stimuli. This was
done to assist those who have Post-Traumatic Stress Disorder (PTSD) through a recreation of the
event with visuals, sounds, and even smell to make the patient engage with it (Rothbaum et al.,
1995). However, research noted that there were no significant outcomes if the patients
themselves weren’t able to emotionally engage in the virtual scenario. Although there were also
reports of decreased symptoms, no major differences were found between VRE and Prolonged
Exposure (PE) therapy.
Classical Conditioning Theory
Classical conditioning theory, first proposed by Ivan Pavlov, provides a useful framework for
understanding how anxiety, PTSD, and phobias develop and persist. This theory posits that
individuals learn to associate a previously neutral stimulus (such as a place or sound) with a
traumatic or fear-inducing event. Over time, the neutral stimulus alone becomes capable of
triggering the same fear response—this is known as a conditioned response (Parsons & Rizzo,
2008). For example, a person who experienced a car accident may begin to feel extreme fear or
anxiety whenever they are near a vehicle, even in a safe context. The conditioned fear response is
further reinforced when the person avoids the stimulus, as this prevents the brain from learning
that the stimulus is no longer dangerous (Carl et al., 2019).
This theoretical framework is relevant to exposure-based therapies similar to Virtual Reality
Therapy. According to classical conditioning principles, fear can be reduced through repeated
exposure to the feared stimulus without the presence of a negative outcome. This process, known
as extinction, is what makes Virtual Reality Therapy effective—it provides individuals with
repeated, safe exposure to their triggers in a virtual setting, allowing them to “unlearn” the
conditioned fear response. Parsons and Rizzo (2008) explain that Virtual Reality Therapy builds
on techniques like systematic desensitization and flooding, both of which aim to reduce fear
through controlled exposure. In Virtual Reality Therapy, these principles are applied in a virtual
environment, offering a safe and flexible way to present anxiety-provoking stimuli at varying
levels of intensity. Carl et al. (2019) support this view, noting that the customizable nature of
Virtual Reality Therapy environments allows for graded exposure, which aligns closely with the
gradual exposure techniques derived from classical conditioning theory.
Moreover, by using virtual simulations, therapists can precisely control the intensity and duration
of exposure, ensuring that the patient stays engaged and that the therapy option is tailored to their
needs. This controlled setting minimizes the chances of retraumatization and increases the
likelihood of successful fear extinction. The incorporation of Virtual Reality Therapy into
treatment thus represents a modern adaptation of classical conditioning theory, enhancing its
application with the use of immersive technology.