Anybody who spends time with youngsters and adolescents today is aware of that they like hanging out in digital areas corresponding to Roblox, and that immersive digital actuality (VR) video games have gotten more and more in style. However what if VR areas could possibly be used for therapy?
Immersive VR simulates real-world environments with visible, auditory, and infrequently different sensory enter that the person receives via a VR headset, formally known as a “head-mounted show” (HMD), and different {hardware}. Outcomes about immersive VR within the therapy of adults are encouraging (Eshuis et al., 2021; Zeka et al., 2024) – and we have now blogged about that beforehand right here at The Psychological Elf. Given its basic playful character and potential for engagement, immersive VR could also be a robust device within the therapy of youngsters and adolescents as nicely.
Earlier critiques present promising outcomes for younger purchasers (Ridout et al., 2021; Varma et al., 2022; Wiebe et al., 2022). Nonetheless, these critiques are sometimes narrative, targeted on use of VR throughout medical procedures, and have included each non-immersive VR (e.g., laptop video games) in addition to immersive VR that depends on costly specialised {hardware} that’s tough to include in typical scientific apply.
To beat these limitations, Massanneck and colleagues (2026) carried out a scientific evaluate and meta-analysis during which they solely checked out immersive VR remedies delivered via commercially accessible VR headsets for kids and adolescents.

Strategies
With a search technique conforming to PRISMA tips, the authors searched throughout 4 databases for randomised managed trials (RCTs) on the consequences of immersive VR-assisted psychotherapy versus energetic (e.g., CBT) or passive (e.g., waitlist) management situations, for kids and adolescents beneath 18 years. They included research revealed from 2016 onwards (till Oct 2024): the 12 months that VR headsets overcame the technical limitations of earlier variations and have become extensively accessible for client use.
The authors carried out a collection of random results meta-analyses on a complete of 67 impact sizes. In addition they thought of moderators such because the usability and interactivity of the remedies, in addition to the usage of avatars. Threat of bias was assessed with the Cochrane Threat-of-Bias 2 device (Sterne et al., 2019); three research (out of the 9 recognized) had been judged to have low danger of bias, with the remainder both having a excessive danger or not being assessed on account of lack of understanding.
Outcomes
Massanneck and colleagues recognized 9 eligible research that included a complete of 929 youngsters and adolescents aged 6-18 years (M = 13.3). The research targeted on a spread of various situations, particularly:
- Acrophobia (concern of heights) (n = 1)
- Distractibility (n = 2) and social expertise (n = 1) in consideration deficit hyperactivity dysfunction (ADHD)
- Aggressive behaviour (n = 1)
- Anorexia (n = 1)
- Public talking anxiousness (n = 1)
- Prevention of sex- and substance-related danger behaviours (n = 2)
The VR remedies ranged from 1 to fifteen classes (with session size starting from three minutes to 2 hours) for as much as 12 weeks.
5 research used digital classroom environments (some mentioning particulars like flying paper airplanes as distractors), and 5 research had interactive parts (corresponding to enjoying video games in a digital schoolyard) – 9 research in complete (some overlapping) included interactive parts.
Total, the meta-analyses confirmed a small however vital optimistic impact of the VR therapy (g = -0.26, 95% CI [-0.40 to -0.13]; notice {that a} detrimental Hedges’ g is in favour of the VR therapy). The impact was average when VR was in comparison with a passive management, corresponding to a waitlist (g = -0.51, 95% CI [-0.76 to -0.27]), and small, however nonetheless vital, when VR was in comparison with different, non-VR remedies, like roleplay interventions (g = -0.13, 95% CI [-0.23 to -0.03]). Sensitivity analyses didn’t considerably change these findings.
Exploratory analyses confirmed that remedies involving excessive interactivity (z = -0.25, p = .01), excessive usability (z = -0.33, p < .01), and people who made use of extremely sensible avatars (z = -0.49, p = .03), had a extra optimistic impact on psychological well being measures (as with Hedges’ g above, detrimental values are in favour of the VR therapy).

Conclusions
This systematic evaluate and meta-analysis demonstrates that VR remedies have potential within the therapy of varied situations in youngsters and adolescents, as they had been proven to be more practical than non-treatment, and at the least as efficient as different remedies. Within the authors’ personal phrases,
Our work emphasizes readily accessible and reasonably priced VR {hardware} appropriate for particular person practitioners and small clinics.

Strengths and limitations
Whereas the findings from this meta-analysis are fascinating, the conclusions drawn have to be interpreted in mild of some limitations.
Initially, the meta-analysis solely includes 9 research, which isn’t a excessive sufficient quantity to permit us to attract particular conclusions. Moreover, though the entire pattern measurement included within the meta-analysis (n = 929) is comparatively massive, about 40% of it comes from one examine (Guldager et al., 2022), which means that this examine might have had a disproportionate affect on the pooled findings and will impression total validity.
Additionally, as a result of lack of follow-up knowledge in many of the unique research, the meta-analysis focuses on the adjustments from earlier than therapy to proper after it (pre- to post- measurements), which means that we have no idea but whether or not the optimistic results of VR therapy persist after therapy ends, and for the way lengthy. This data, nonetheless, might help scientific decision-making, as a statistically small therapy impact turns into extra virtually related when it could actually nonetheless be seen, say, half a 12 months after therapy in comparison with when it disappears quicker.
Maybe the most important limitation is heterogeneity, i.e. the pooling of a bunch of research that checked out a variety of various well being situations. Systematic critiques ought to at all times pool related research and the younger folks in these analysis research had been experiencing every little thing from consuming problems to public talking anxiousness, to concern of heights!
That stated, this paper additionally has a number of strengths. First, the search was carried out in keeping with the PRISMA tips, thus adhering to prime quality requirements. In my opinion, one other vital power is the deal with particular know-how: extremely immersive VR remedies delivered utilizing comparatively low-cost, commercially accessible gear. This not solely makes the findings simpler to grasp, as they don’t seem to be being obscured by way of totally different applied sciences (e.g., desktop purposes), it additionally makes them instantly related for therapists who’re probably to decide on industrial VR set-ups corresponding to those used within the research that this meta-analysis is predicated on, quite than costly high-tech VR programs.
Taken collectively, we are able to conclude that the paper by Massanneck and colleagues provides a great overview of the cutting-edge in immersive VR remedies for kids and adolescents, while highlighting areas the place extra analysis is required.

Implications for apply
So, ought to therapists begin handing out VR goggles to their younger purchasers?
These findings are promising however, as of but, restricted. Immersive VR remedies appear to be barely extra, or at the least as efficient as different energetic remedies for the situations studied right here, which is encouraging. However given the excessive danger of bias within the research and the limitation of pooling many diversified research collectively in a single meta-analysis (heterogeneity), we can’t be assured in these findings. So, does this seemingly slight benefit justify a swap to VR remedies?
In my opinion, there are extra elements that have to be taken under consideration. Immersive VR and its game-like character might be fairly thrilling for kids and adolescents, which might imply that VR remedies result in decrease dropout charges than conventional therapy codecs. This may make VR extra advantageous than different remedies, even when effectiveness is of comparable magnitude. Then again, we all know that VR may cause unwanted side effects, corresponding to movement illness and disorientation, that are collectively known as “cybersickness” (Lundin et al., 2023). Are these particularly annoying – or, given the developmental challenges, even detrimental – for (some) youngsters and adolescents? A current evaluate discovered restricted proof that VR is dangerous for kids beneath 14, although it was famous that knowledge on security and opposed unwanted side effects of VR for kids isn’t reported (Bexson et al., 2024).
This results in clear implications for researchers and funding companies: as a lot because it appears like a cliché, extra analysis is de facto wanted. Unsurprisingly, analysis on immersive VR remedies for kids and adolescents lags behind that for adults; evaluate the present measurement of 9 research to that of meta-analyses on VR remedies for adults, which have included over 50 research (Zeka et al., 2024). As well as, opposed side-effects, drop-out charges, (longer) follow-up intervals, and, as Massanneck and colleagues additionally level out, a wider vary of situations which are usually seen amongst younger purchasers, corresponding to obsessive compulsive dysfunction, have to be thought of too.
Given the rising affordability of VR {hardware} for gaming, we’re prone to see an increase in VR remedies as nicely. A robust proof base is required to ensure that these remedies are literally useful.

Assertion of pursuits
Rena Gatzounis has no conflicts of curiosity to declare. The reference to Roblox is impressed by current discussions on this Elf’s family, and has no industrial motives.
Edited by
Dr Nina Higson-Sweeney.
Hyperlinks
Main paper
Steffen Massanneck, Lennart Seizer, Nadine Schmitt, Anja Pascher, Johanna Löchner (2026). Immersive digital actuality psychotherapy for kids and adolescents—A scientific evaluate and meta-analysis. Web Interventions, 43, 100920. https://doi.org/10.1016/j.invent.2026.100920
Different references
Bexson, C., Oldham, G., & Wray, J. (2024). Security of digital actuality use in youngsters: a scientific evaluate. European Journal of Pediatrics, 183(5), 2071-2090. https://doi.org/10.1007/s00431-024-05488-5
Eshuis, L. V., van Gelderen, M. J., van Zuiden, M., Nijdam, M. J., Vermetten, E., Olff, M., & Bakker, A. (2021). Efficacy of immersive PTSD remedies: A scientific evaluate of digital and augmented actuality publicity remedy and a meta-analysis of digital actuality publicity remedy. Journal of Psychiatric Analysis, 143, 516-527. https://doi.org/10.1016/j.jpsychires.2020.11.030
Gatzounis, R. (2025). Immersive digital actuality for the therapy of psychological well being problems: anxiousness leads the way in which. The Psychological Elf.
Guldager, J. D., Kjær, S. L., Grittner, U., & Inventory, C. (2022). Efficacy of the digital actuality intervention VR FestLab on alcohol refusal self-efficacy: A cluster-randomized managed trial. Worldwide Journal of Environmental Analysis and Public Well being, 19(6). https://doi.org/10.3390/ijerph19063293
Lundin, R. M., Yeap, Y., & Menkes, D. B. (2023). Opposed results of digital and augmented actuality interventions in psychiatry: Systematic evaluate. JMIR Psychological Well being, 10(10), e43240. https://doi.org/10.2196/43240
Ridout, B., Kelson, J., Campbell, A., & Steinbeck, Okay. (2021). Effectiveness of digital actuality interventions for adolescent sufferers in hospital settings: systematic evaluate. Journal of Medical Web analysis, 23(6), e24967. https://doi.org/10.2196/24967
Sterne, J. A. C., Savović, J., Web page, M. J., Elbers, R. G., Blencowe, N. S., Boutron, I., Cates, C. J., Cheng, H. Y., Corbett, M. S., Eldridge, S. M., Emberson, J. R., Hernán, M. A., Hopewell, S., Hróbjartsson, A., Junqueira, D. R., Jüni, P., Kirkham, J. J., Lasserson, T., Li, T., … Higgins, J. P. T. (2019). RoB 2: A revised device for assessing danger of bias in randomised trials. The BMJ, 366. https://doi.org/10.1136/bmj.l4898
Varma, A., Naqvi, W. M., Mulla, S., Syed, S., Thakur, S., Arora, S. P., Varma, A. R., & Besekar, S. (2022). A Systematic Assessment of Randomized Managed Trials on Digital Actuality Software in Pediatric Sufferers. Cureus. https://doi.org/10.7759/cureus.30543
Wiebe, A., Kannen, Okay., Selaskowski, B., Mehren, A., Thöne, A. Okay., Pramme, L., … & Braun, N. (2022). Digital actuality within the diagnostic and remedy for psychological problems: A scientific evaluate. Medical Psychology Assessment, 98, 102213. https://doi.org/10.1016/j.cpr.2022.102213
Zeka, F., Clemmensen, L., Valmaggia, L., Veling, W., Hjorthøj, C., & Glenthøj, L. B. (2024). The effectiveness of immersive Digital Actuality-based therapy for psychological problems: A scientific evaluate with meta-analysis. Acta Psychiatrica Scandinavica. https://doi.org/10.1111/acps.13777


