Use of Virtual Reality in Psychology
Arhum Hakim1(B) and Sadaf Hammad2
1 School of Social Sciences and Humanities, National University of Sciences and Technology
(NUST), Islamabad, Pakistan
[email protected]
2 Video Surveillance Lab PNEC-NUST, Karachi, Pakistan
Abstract. The field of psychology is advancing with incorporation of immersive
technologies and Virtual Environments (VE) in research, treatment, assessment
and learning etc. Virtual Reality (VR) is one of the focused sub-domains of immersive technologies that is being used vastly in psychology. This also comes under
the paradigm of cyberpsychology. The advancements reported in this area bring
the need to understand the benefits provided by virtual reality with respect to
human interaction and behavior etc. The published literature available discusses
the development and evolution of cyber psychology specifically with respect to
virtual reality. To the best of our knowledge the latest developments due to virtual
reality in various sub fields of psychology have not been collectively documented
so far. This paper provides highlights of the developments and transformations
linked with the usage of virtual reality with recommendations about future studies
and provides the reader a broader and informed view of this cross-disciplinary
area. Moreover, the paper also provides limitations that exist, and considerations
required while using VR for a specific treatment or experimentation.
Keywords: Immersive technology · Virtual Reality · Cyberpsychology ·
Psychology
1 Introduction
Psychology is a vast discipline involving scientific investigation of mind and behavior.
It includes the understanding of mind and how it affects a person’s behavior. Overtime,
the field has been expanded into multiple sub-domains including clinical, experimental,
educational, child, rehabilitation, sports, and social psychology etc. Similarly, the field
of psychology consists of multiple professionals who mainly assess and treat mental
health issues, counselors who counsel individuals, and professionals who work for the
betterment of a team/organization. Psychology as a field has further progressed with the
application of immersive technologies and Virtual Environments (VE). Virtual Reality
(VR) is one of the focused sub-domains of immersive technologies that is being used
vastly in psychology. In VR the user operates through three dimensional VE and interacts
with the environment using sensory inputs from especially designed head and hand gears.
The VR headsets are wearable devices having display optic for each eye leveraging 360°
view and have onboard or off-board/wired processing options. VR usage in the field of
© The Author(s) 2022
C. Biele et al. (Eds.): MIDI 2021, LNNS 440, pp. 208–217, 2022.
https://doi.org/10.1007/978-3-031-11432-8_21
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psychology has enhanced not only the interaction between people but has also facilitated
the researchers to conduct studies that are impossible to carry out in the real world. This
research paper highlights the usage of VR and related advancements in major sub-fields
of psychology.
The rest of the paper is organized as follows. Section 2 briefly represents the background research reported in the area. Applications of VR in various psychology subdomains are presented in Sect. 3. Section 4 highlights some limitations. Section 5
provides the discussion with some future research dimensions and Sect. 6 the conclusion.
2 Background
The advancements in the field of psychology in relation to technology has been discussed
in literature by the research community. Findings reveal that, in current times, virtual
reality appear to be one of the beneficial tools for obtaining effective outcomes with
respect to therapy and rehabilitation among patients [1]. Different studies have also
highlighted the developments in specific areas of psychology like assessment, diagnosis,
treatment, research, and training of trainees etc. [2, 3]. Keeping in view the structure
of the paper, we have discussed the related applications in Sect. 3. To the best of our
knowledge, there is still a requirement of a document providing a broader spectrum of
current developments in psychology with respect to VR. Such a document can facilitate
the readers and researchers to acquire a broader picture and significance of incorporating
the emerging technologies in the field linked to humans and their mental health. In this
paper, we have tried to emphasize the overall usage and benefits that VR has provided
in different sub-domains of psychology. Adding to it, gaps in previous studies with
recommendations have also been discussed.
3 Application of VR in Major Sub-domains of Psychology
3.1 Clinical Psychology
3.1.1 Application in Therapy
Majority of the researchers have documented developments specifically in the domain
of mental health. Effective and progressive work regarding VR is being done in treating
various mental health issues. The overall treatment aided by VR involves traditional
treatment coupled with VR exposure based on the individual needs of the subject. The
individualized aspect is determined by thorough and detailed assessment of the individual’s concern, its intensity and overall condition [2]. The effectiveness of VR in
terms of satisfaction of individuals has also been assessed through a survey conducted
on US Soldiers. The findings of the survey revealed that most of the individuals prefer
technology-aided therapy for mental health as compared to the traditional ones [20].
Brief summary of the applications of VR in therapy are appended below:
Height Phobia. Literature indicates effectiveness of virtual environments for exposure
therapy to treat phobias. An experimental study conducted by Emmelkamp et al. [5]
explored the efficacy of utilizing virtual environments coupled with exposure therapy for
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treating height phobia. Findings reveal that VR based exposure therapy is very effective
compared to traditional exposure therapy as it corroborates the safety of client and doesn’t
lead to fear responses that are generally experienced and high in intensity in non-virtual
scenarios. It also enables the therapist to facilitate clients with weak imagination. Further,
it is found to be cost effective and convenient [3]. Similar experiments and analysis
was also indicated by other researchers. For example, in a recent Korean society based
systematic review, effectiveness of VR psychotherapy has been analyzed for fear of
height with some considerations like cyber sickness and the level of presence felt during
the process [4–6].
Anxiety Disorders. Clients having anxiety disorders like Social Anxiety Disorder
(SAD), Panic Disorder and Generalized Anxiety Disorder have also benefitted from
VR based therapy [2, 7–9]. Further, VR is also being used for alleviating anxiety symptoms through relaxation and mindfulness techniques including breathing exercises [2].
A recent study revealed that VR is also providing stress management and social support
to general public during pandemic by screening 3D movie (The Secret Garden) using
mobile enabled cardboard VR headsets [10].
Eating Disorders. Studies on eating disorders indicate that VR scenarios and VR based
therapy bring more improvement in symptoms of patients compared to traditional therapy. In this domain, the virtual scenarios primarily focus on cravings, body image, and
emotional regulation skills [11, 12]. Moreover, Exergames involving various exercises
use digital gaming for treating obesity [13].
Addictions. Combined with traditional therapy, VR has been found facilitative in reducing and preventing relapse among clients having substance addiction [14–16]. It majorly
focuses on cue exposure and craving of substance [17].
Pain Management. Medicines for pain management can lead to side effects, over usage
and dependence in patients [18]. VR is being recently studied for pain management
as well. It introduces management of pain through virtual scenarios that facilitate
distraction, shifting focus and developing skills to manage pain [19].
Post Traumatic Stress Disorder (PTSD). Literature indicates favorable outcomes in
case of PTSD as the symptoms experienced due to traumatic event are found to be
reduced with the use of VR [9, 21, 22]. Though more extensive research is required as
studies so far have included small sample size, lack of randomization and control groups
[8, 23].
False Sensory Experience and Reduced Behavioral Functioning. VR is also being
researched for psychotic disorders in which the client has no contact with reality and
experience delusions (false beliefs) and hallucinations (false sensory experience) with
negative symptoms like reduced emotional and behavioral functioning [9]. Also some
related studies conducted reveal that VR with a combination of traditional therapies can
help schizophrenic patients to improve their social skills and problem solving linked to
daily routine [24, 25]. Further, it is also found to be effective for reducing hallucinations
and delusions [26].
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3.1.2 Application in Psychological Assessment
It is quite difficult to assess individual’s experience, cognitions and behavior with paper
and pencil tests. VR enables the professionals to assess the patient under real life situations and provides authentic understanding. This includes individual’s current state
based on his/her age and real life experiences thereby making the assessment as accurate as possible. Further, executive functioning of individuals can also be evaluated using
VR. This relates to disorders linked with memory issues like Alzheimer’s, Parkinson’s,
and traumatic brain injury [27]. A recent experimental study presents that VR based
assessment is equally effective compared to the classical way of testing. It provides the
clinician to monitor patient’s physiological changes smoothly and helps make the overall
assessment comprehensive and accurate [28].
3.1.3 Application in Clinical Training
VR technology is also being applied for training clinical professionals. Skill development can be improved with the help of Virtual Environment (VE) as it can replicate
participants and patients virtually and can provide feedback to the trainee therapist.
Similarly, system generated virtual practitioners can be offered to the participants using
VR and Artificial Intelligence (AI). The virtual practitioner bot can facilitate in recording
non-verbal expressions and verbal communication of participant that can further aid in
communication with client [29].
3.2 Experimental Psychology
VR has facilitated the researchers in studying psychological phenomenas by simulating
real life situations that include cognitive functions like attention, memory, perception,
and problem solving etc. Virtual Environment here aids in formulating ecologically valid
and flexible settings. It also helps generate varying stimuli and can be used to evaluate
multiple responses of the subject. This in-turn enables to evaluate complex behaviors of
subjects under different situations [30]. Similarly, a recent review of 2019 about episodic
memory research also supports the contribution of VR [31].
3.3 Child/Developmental Psychology
Neuro developmental disorders are common in children. This involves impairment/disturbance in child’s overall functioning related to social life, personal life, education life and motor behavior [32]. In case of neurodevelopmental disorders like autism,
intellectual disability, and communication disorders, the focus of intervention is primarily on communication skills. VR has been used to facilitate children with autism in
gaining emotional understanding and social conversation as indicated by the studies of
Cheng et al. [33] and Horace et al. [34]. Some researchers have tried to assess effectiveness of VR for children with specific developmental issues though due mixed opinions,
it requires further studies to evaluate its effectiveness [35].
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3.4 Educational Psychology
The VR technology is also being researched for learning and educational purposes. It can
facilitate teachers to make the trainee therapists and students understand complex topic
[36]. Prong et al. reports that students studying biology lesson using Virtual Environment
indicate high motivation and interest as compared to group of students who are taught
using conventional multimedia slides [37]. Overall, VR aided learning boosts motivation,
attention and interest [37, 38]. VR further facilitates in visualizing the concepts in a better
way that leads to enhanced understanding of concepts.
3.5 Rehabilitation Psychology
Rehabilitation psychology is a process that tends to retain plasticity of human brain.
The clinical diseases specifically related to brain lead to reduced plasticity. This requires
regular training to support creation of new neural pathways [39]. VR is being utilized
for numerous medical conditions like stroke, cerebral palsy, traumatic brain injury, and
spinal cord injury etc. [40]. Some rehabilitation VR based solutions such as Timocco
have been introduced that enables the user to practice rehabilitation at home [41].
3.6 Sports Psychology
VR technology is being used for training of athletes by giving feedback about their
performance during practice. Literature indicates that performance of players trained in
VR is comparable to players trained in real life environment [42]. A recent study by
Farlet et al. indicates that players’ sensory and motor coordination are enhanced using
virtual settings [43].
3.7 Social Psychology
VR is also being used in social psychology which includes social and behavioral
constructs that are quite difficult to assess in real life [44]. The social constructs
include prosocial, aggressive, and discriminating behaviors etc. These social constructs/phenomenas are being studied in depth using Virtual Environments. VR based
research provides full control to the observer making it ecologically valid. Behavioral
tracing is one of the techniques being used to quantify and understand the construct. In a
study by Rizzo et al, head rotation was observed with respect to the construct of attention
in a virtual classroom and the symptoms of inattention and hyperactivity were assessed
[45]. Further, in [46] author have used virtual settings to evaluate the influence of proxemics (distance among individuals affecting comfort level) and gender of instructor on
learning of students [47].
4 Limitations
VR is quite effective for treatment and research purposes but it’s usage can also impact
the individuals negatively. Literature reveals some of the possible effects like sickness
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caused by motion (disturbance in balance), seizures caused by light, physical injuries
and fatigue due to prolonged usage, migraines, nausea, trauma, decline in cognitive
performance and feelings of physical discomfort [48]. In addition to negative emotions,
issues like VR simulation cost, patients getting addicted to VR experience, awareness
and attitude of clinicians toward VR are also noteworthy [49]. Therefore, it is crucial for
the professionals and researchers to keep the adverse impacts in mind while using VR
as an augmenting tool.
5 Discussion
Over the years, VR usage has expanded among different areas of psychology making it
a promising and revolutionary tool. In this paper, the benefits and advancements with
respect to VR in psychology from assessment, treatment and research perspective have
been discussed. The literature indicates numerous advantages, for example in clinical
and developmental domain, studies indicate that use of VR has effective outcomes with
respect to assessment, clinician training and treatment of various mental health disorders.
Similarly, VR has been very beneficial in experimental psychology. It helps better understand and study complex phenomenas in relatively efficient way compared to traditional
research by making it ecologically valid. In addition, VR has transformed research in the
domain of social psychology as it is practically impossible to study implicit constructs in
real life situations. VR benefits have also been expanded to the field of sports. Similarly,
VR is also effective for teaching and learning purposes as it enables to visualize the
concepts. VR has also been instrumental in rehabilitation domain as it facilitates the
patients in gaining functional ability and enhanced quality of life.
The published literature provides a pool of studies catering VR and its application
in major domains of psychology but there are some gaps that can be addressed in future
research. Some of the major gaps are appended below for quick reference:
• In clinical area, there is inadequate expertise of clinicians in using VR and lack of
understanding about the suitability of VR for different individuals. Attitude of patients
and professional regarding VR also adds to the gap [50].
• Using VR with children having developmental issues indicate mixed results [51] and
the studies have mostly focused on treatment of specific disorders [52, 53].
• Mixed results have been reported for using VR after treatment and at follow up in
rehabilitation [54].
• There is a need of standardization (psychometric properties) of VR based assessment
method for generalizable results [55].
• Some gaps linked to experiments are indication of mixed results and their relation to
factors like presence felt in virtual scenario of an experiment [28].
• For social constructs, issues in construct validity (definition and assessment of construct) and oversimplification of observations noted during research are indicated
[47].
• Studies conducted on VR based learning indicate use of inadequate methods to assess
learning outcomes [56].
• Few number of studies on skill acquisition of athletes have been reported involving
old VR devices. So, latest VR tools need to be explored [43].
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6 Conclusion
Over the years, VR technology has transformed the areas of psychology that includes
assessment, training, research and treatment etc. This paper briefly represents the usage
of Virtual Environment (VE) in different sub fields of psychology. Though numerous
research has been published in this area, however, mostly the findings are derived from
experimentation on a limited sample size and under controlled settings. Therefore, there
is a need to have standardized design, methodology and data that can be used to gauge
the effectiveness of VR in sub domains of psychology. Further, work on personal factors
of patients, construct validation and psychometric properties of VR can enhance VR
applications in the field of psychology.
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