Virtual reality's (VRs) usefulness stems from its ability to create immersive, interactive environments that simulate real-world scenarios. VR operates by using specialized equipment such as headsets, gloves, and sensors to immerse users in computer-generated environments.
These devices capture responses and allow interaction with virtual stimuli. For instance, a surgeon can practice complex procedures in a virtual operating room, gaining valuable experience without risking patient safety.
According to the research paper ‘Implementation of virtual reality in healthcare: a scoping review on the implementation process of virtual reality in various healthcare settings’, “VR interventions have been piloted in various healthcare settings, for example in treating chronic pain, improving balance in patients post-stroke, managing symptoms of depression, improving symptom burden in terminal cancer patients, and applied within treatment for forensic psychiatric patients…While there is a need for more research on the efficacy of VR in healthcare, experimental studies have shown that VR use is effective in improving the treatment of, among others, anxiety disorders, psychosis, or eating disorders.”
VR emerged from early experimental technologies in the mid-20th century, like Morton Heilig’s Sensorama, and advanced with breakthroughs in computer graphics, sensor technology, and head-mounted displays during the 1980s and beyond.
A working paper on VR published in ResearchGate notes, “VR headsets are supposed to blind a user to the outside world. That is because the intent of VR is to present an immersive 'virtual' experience that convinces the participant through sensory and technical means that they are in fact in another 'place…With spatialized audio, the sounds in the world are always coming from the correct place in the model and at the correct distance of the participant from the sound…It was the inclusion of spatialized audio that gave me the greatest 'aha!' moment in VR.”
It is a computer-generated simulation that creates immersive, three-dimensional environments, allowing users to interact with digital spaces in a way that mimics real-world experiences. It works by integrating high-resolution visual displays, audio cues, and motion sensors that track user movements, often supplemented by haptic feedback devices to simulate touch, thus creating a multi-sensory experience.
Nonimmersive VR is accessed through computer screens, providing a partially interactive experience without full immersion. According to a JMIR Publications study, “Approximately half of the reviewed articles tested the feasibility of treatment with IVR, whereas others that were slightly more mature tested the efficacy of IVR compared with conventional treatment methods. This suggests that although nonimmersive VR has a long history of use in health treatment, IVR as a tool in treatment and management of health conditions is still a developing area.”
Nonimmersive VR, where users interact with virtual environments on a screen without full immersion, has been used in healthcare for years, but IVR, which provides a fully immersive experience, is newer and less established. The findings suggest that while IVR shows promise, nonimmersive VR is still a conventional choice.
It provides a partial virtual experience using devices like screens or headsets, without fully immersing the user. A randomized controlled trial published in Digital Health showed significant improvements in quality of life for older adults engaging in semi-immersive VR-based exercises over 12 weeks.
Fully immersive VR creates a completely immersive environment using headsets, gloves, and other equipment to simulate real-world scenarios. As previously mentioned, it is less researched, unlike conventional nonimmersive VR it does serve several functions.
AR overlays digital information onto the real world using devices like smartphones or AR glasses. The above mentioned Cureus study notes that AR combined with VR has been shown to improve preoperative planning and patient education, facilitating shared decision-making.
VR offers unparalleled opportunities to enhance learning outcomes, reduce risks, and improve efficiency in preparing healthcare professionals. Traditional training methods often rely on physical simulations, cadavers, or live patient interactions, which can be resource-intensive and carry ethical concerns. A Journal of Advancements in Medical Education and Professionalism research paper notes, “Using virtual reality has improved learning in 17 (74%) studies. A higher accuracy in medical practice by people trained through VR has been reported in 20 (87%) studies…The results indicate that the application of virtual reality capabilities plays an important role in improving the performance of different medical groups.”
VR provides a safe, immersive environment where trainees can repeatedly practice complex procedures without risking patient safety. The research paper also shows that VR improves technical proficiency by up to 8% for surgeons and enhances educational outcomes by 74% in laparoscopic surgery training. The ability to simulate real-life scenarios builds muscle memory, confidence, and decision-making skills, all of which are necessary for medical professionals facing high-stakes situations.
By simulating scenarios involving sensitive patient data, VR allows trainees to practice handling privacy breaches or implementing security protocols in a controlled environment. It ensures that healthcare professionals understand the importance of confidentiality and compliance with regulations like HIPAA without exposing actual patient information.
VR can create immersive, controlled environments that enhance therapeutic outcomes. It allows patients to confront and manage their mental health challenges in a safe and structured way. According to the study ‘The use of virtual reality technology in the treatment of anxiety and other psychiatric disorders’, “VR eliminates a potential barrier for patients who may experience difficulty with imagining or visualization…VRE also affords complete control, as the provider can control the dose and specific aspects of the exposure environment to match the specific patient’s feared stimuli and optimize individualized pacing through exposures.”
VR exposure therapy is widely used to treat anxiety disorders, phobias, and PTSD. Patients can gradually face their fears or traumatic memories in virtual settings, which mimic real-world triggers but remain under the therapist’s control. The study also shows that VR-based exposure therapy is as effective as traditional in-vivo methods, with a lower refusal rate (3% for VR versus 27% for in-vivo exposure), making it more acceptable to patients.
It also supports mindfulness exercises and relaxation techniques, helping patients manage stress and improve emotional regulation. A study published in JMIR Mental Health VR-based CBT, for instance, has shown reductions in social anxiety symptoms after just 16 sessions, with sustained improvements at six-month follow-ups.
Many patients, especially those in rural areas or from lower-income households, lack reliable internet connections or the necessary hardware to engage with VR-based telemedicine platforms. Research from Sage Choice shows that nonwhite patients and those relying on Medicare or Medicaid are less likely to utilize telehealth services. Even when technology is available, insufficient digital literacy, particularly among older adults, can prevent effective use of VR tools.
There is also the usability of VR systems for individuals with disabilities. Telemedicine platforms often lack accessibility features such as captions, magnification tools, or sign language capabilities, making them difficult for disabled users to navigate. According to the National Health Law Program, “Telehealth is not a substitute when a thorough physical exam is needed, which people with physical disabilities routinely have trouble accessing. People with intellectual or developmental disabilities may not be able to effectively describe their medical problems over the phone or video chat that a physician could otherwise assess during an in-person exam.” Without adherence to web accessibility standards, these limitations exclude a significant portion of the population from benefiting from VR-enhanced healthcare.
Related: HIPAA Compliant Email: The Definitive Guide (2025 Update)
While generally safe, prolonged use can cause motion sickness, eye strain, and neck discomfort.
Immersion is achieved through high-resolution visuals with stereoscopic lenses, realistic spatial audio, real-time tracking of movements and interactions.
The future includes advancements in AI integration, more affordable devices, and expanded applications across industries like healthcare.
While VR can be beneficial for many, it is not recommended for children due to potential health risks and developmental concerns.