VR isn’t just for gamers anymore. Over the last few years clinicians and start-ups have started using headsets and virtual environments as tools for treating everything from phobias to chronic pain. The results are encouraging, but they’re not a guaranteed fix. Below I lay out what’s actually happening in clinics today, where the tech shines, and where it still struggles.
What people are actually using VR for
Therapists have leaned on VR when they need to expose patients to fears in a controlled, repeatable way. Instead of arranging a real flight or a public speech, clinicians bring the trigger into the therapy room through a headset. Companies such as Psious provide those kinds of virtual environments for conditions like fear of flying or public speaking (Chandler, 2020). Trials run in partnership with the NHS and academic groups. For example, OxfordVR’s work on fear of heights has shown large symptom drops (68%) after just a few hours of VR-based exposure (TorstenFell, 2020).
Outside psychiatry, VR is being used in rehabilitation and pain clinics. Karuna Labs runs multi-week VR programs aimed at chronic pain; the idea is to change how patients experience pain, not just blunt it (TorstenFell, 2020). MindMaze and similar companies are developing interactive motor-rehab tools that help stroke survivors retrain movement patterns; some of these solutions have regulatory clearances in Europe and the U.S. (Knowles, 2019). And in senior care, providers are experimenting with VR to boost cognitive engagement and quality of life (Landi, 2022).
Why VR can work…but can it really?
VR’s strengths are obvious: immersion, control, and novelty. You can tailor exposure very precisely. You can gamify rehab exercises so patients stick with them. And when used thoughtfully, VR can create safe practice spaces that fMRI or pills can’t.
That said, there are still problems that remain. Good hardware and software cost money. Not every patient tolerates VR: motion sickness and disorientation sideline some people. Many clinical studies are small and short; we still need larger trials with long follow-up to know whether gains last (TorstenFell, 2020). Clinicians also need training to use these tools well; slapping a headset on someone without a therapeutic plan doesn’t help.
Thus, I think it is best to be optimistic, but cautious. VR should augment, not replace, human care. The most exciting future path combines VR with biofeedback and AI: a system that adapts the exposure in real time based on heart rate or skin conductance could be far more effective than a static scene. But for that future to arrive we’ll need lower-cost hardware, stronger evidence from larger trials, and better clinician training.
In conclusion…
VR therapy has moved from curiosity to clinic. It’s already helping people. With careful roll-out and better data, it could become a standard tool in the therapist’s toolbox, but we must avoid hype and keep the focus on outcomes, accessibility, and safety.
Bibliography:
Chandler, S. (2022, August 4). Meet the companies using VR to treat Coronavirus-Related stress and anxiety. Forbes. https://www.forbes.com/sites/simonchandler/2020/07/02/meet-the-companies-using-vr-to-treat-coronavirus-related-stress-and-anxiety
Knowles, K. (2019, November 19). VR healthcare is the new venture of European startups | Sifted. Sifted. https://sifted.eu/articles/vr-physiotherapy-vr-virtual-reality-exercises-mindmaze-vrhealth-inmotionvr-immersive-rehab-healthtech
Landi, H. (2022, February 17). Startup MyndVR inks partnership to expand virtual reality solutions for seniors. Fierce Healthcare. https://www.fiercehealthcare.com/health-tech/startup-myndvr-inks-partnership-expand-virtual-reality-solutions-seniors
TorstenFell. (2020, July 6). 18 Healthcare augmented reality and virtual reality companies to watch – Immersive learning news. https://www.immersivelearning.news/2020/07/06/18-healthcare-augmented-reality-and-virtual-reality-companies-to-watch