
Anybody who spends time with youngsters and adolescents today is aware of that they like hanging out in digital areas akin to Roblox, and that immersive digital actuality (VR) video games have gotten more and more well-liked. However what if VR areas might be used for remedy?
Immersive VR simulates real-world environments with visible, auditory, and infrequently different sensory enter that the person receives by a VR headset, formally referred to as a “head-mounted show” (HMD), and different {hardware}. Outcomes about immersive VR within the remedy of adults are encouraging (Eshuis et al., 2021; Zeka et al., 2024) – and we now have 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 software within the remedy of kids and adolescents as nicely.
Earlier opinions present promising outcomes for younger purchasers (Ridout et al., 2021; Varma et al., 2022; Wiebe et al., 2022). Nonetheless, these opinions are sometimes narrative, centered 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 ordinary medical observe.
To beat these limitations, Massanneck and colleagues (2026) performed a scientific assessment and meta-analysis through which they solely checked out immersive VR remedies delivered by commercially accessible VR headsets for youngsters and adolescents.

Immersive VR video games have gotten successful with younger folks. Might the identical be the case for immersive VR remedies?
Strategies
With a search technique conforming to PRISMA pointers, 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 circumstances, for youngsters 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 broadly accessible for shopper use.
The authors performed 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 using avatars. Threat of bias was assessed with the Cochrane Threat-of-Bias 2 software (Sterne et al., 2019); three research (out of the 9 recognized) have been judged to have low threat of bias, with the remainder both having a excessive threat or not being assessed resulting from lack of awareness.
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 centered on a variety of various circumstances, 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 threat behaviours (n = 2)
The VR remedies ranged from 1 to fifteen periods (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 components (akin to enjoying video games in a digital schoolyard) – 9 research in complete (some overlapping) included interactive components.
General, the meta-analyses confirmed a small however important constructive impact of the VR remedy (g = -0.26, 95% CI [-0.40 to -0.13]; notice {that a} damaging Hedges’ g is in favour of the VR remedy). The impact was reasonable when VR was in comparison with a passive management, akin to a waitlist (g = -0.51, 95% CI [-0.76 to -0.27]), and small, however nonetheless important, 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 practical avatars (z = -0.49, p = .03), had a extra constructive impact on psychological well being measures (as with Hedges’ g above, damaging values are in favour of the VR remedy).

General, VR remedy was more practical than passive management circumstances, and at the least as efficient as different energetic remedies for youngsters and adolescents throughout a variety of issues.
Conclusions
This systematic assessment and meta-analysis demonstrates that VR remedies have potential within the remedy of varied circumstances in youngsters and adolescents, as they have 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 inexpensive VR {hardware} appropriate for particular person practitioners and small clinics.

Massanneck and colleagues focussed on “readily accessible and inexpensive 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 must be interpreted in mild of some limitations.
To start with, the meta-analysis solely contains 9 research, which isn’t a excessive sufficient quantity to permit us to attract particular conclusions. Moreover, though the whole pattern dimension included within the meta-analysis (n = 929) is comparatively massive, about 40% of it comes from one examine (Guldager et al., 2022), that means that this examine could have had a disproportionate affect on the pooled findings and will influence general validity.
Additionally, as a result of lack of follow-up information in many of the unique research, the meta-analysis focuses on the modifications from earlier than remedy to proper after it (pre- to post- measurements), that means that we have no idea but whether or not the constructive results of VR remedy persist after remedy ends, and for the way lengthy. This info, nevertheless, may also help medical decision-making, as a statistically small remedy impact turns into extra virtually related when it may possibly nonetheless be seen, say, half a 12 months after remedy in comparison with when it disappears sooner.
Maybe the largest limitation is heterogeneity, i.e. the pooling of a bunch of research that checked out a variety of various well being circumstances. Systematic opinions ought to at all times pool comparable research and the younger folks in these analysis research have been experiencing every part from consuming issues to public talking anxiousness, to concern of heights!
That stated, this paper additionally has a number of strengths. First, the search was performed consistent with the PRISMA pointers, thus adhering to top quality requirements. For my part, one other essential power is the concentrate on particular expertise: extremely immersive VR remedies delivered utilizing comparatively low-cost, commercially accessible gear. This not solely makes the findings simpler to know, as they don’t seem to be being obscured by way of totally different applied sciences (e.g., desktop purposes), it additionally makes them straight related for therapists who’re seemingly to decide on industrial VR set-ups akin to those used within the research that this meta-analysis is predicated on, fairly than costly high-tech VR methods.
Taken collectively, we will conclude that the paper by Massanneck and colleagues provides overview of the cutting-edge in immersive VR remedies for youngsters and adolescents, while highlighting areas the place extra analysis is required.

Extra research on VR remedies for youngsters and adolescents are wanted, significantly in areas the place findings are at present lacking, akin to obsessive compulsive dysfunction and studying issues.
Implications for observe
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 circumstances studied right here, which is encouraging. However given the excessive threat of bias within the research and the limitation of pooling many assorted 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?
For my part, there are extra elements that must be taken under consideration. Immersive VR and its game-like character might be fairly thrilling for youngsters and adolescents, which might imply that VR remedies result in decrease dropout charges than conventional remedy codecs. This could make VR extra advantageous than different remedies, even when effectiveness is of comparable magnitude. However, we all know that VR may cause unwanted effects, akin 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 latest assessment discovered restricted proof that VR is dangerous for youngsters beneath 14, although it was famous that information on security and antagonistic unwanted effects of VR for youngsters isn’t reported (Bexson et al., 2024).
This results in clear implications for researchers and funding businesses: as a lot because it seems like a cliché, extra analysis is basically wanted. Unsurprisingly, analysis on immersive VR remedies for youngsters and adolescents lags behind that for adults; examine the present dimension 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, antagonistic side-effects, drop-out charges, (longer) follow-up durations, and, as Massanneck and colleagues additionally level out, a wider vary of circumstances which are usually seen amongst younger purchasers, akin to obsessive compulsive dysfunction, must be thought of too.
Given the growing 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 guarantee that these remedies are literally useful.

Extra info is required on the potential unwanted effects of immersive VR, akin to cybersickness, and the way these could have an effect on remedy for youngsters and adolescents.
Assertion of pursuits
Rena Gatzounis has no conflicts of curiosity to declare. The reference to Roblox is impressed by latest 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 youngsters and adolescents—A scientific assessment 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 assessment. 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 assessment 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 remedy of psychological well being issues: 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). Antagonistic results of digital and augmented actuality interventions in psychiatry: Systematic assessment. 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 assessment. 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 software for assessing threat 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 Evaluate 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 issues: A scientific assessment. Medical Psychology Evaluate, 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 remedy for psychological issues: A scientific assessment with meta-analysis. Acta Psychiatrica Scandinavica. https://doi.org/10.1111/acps.13777


