Virtual Reality Technology to Treat Mental Illness
Yufei Li
a
BA(Hons)Computer Animation and Visual Effects, Bournemouth University, St Peter’s Rd, Bournemouth, U.K.
Keywords: Virtual Reality Technology, Immersive Interaction Technology, Mental Illness, Personalized Treatment
Experience.
Abstract: Virtual reality is a new technology of immersive interaction. A 3D model created by a modeler, animators,
etc. are used to interact with users and bring a sense of realism to users. Therefore, it has contributed to
blanching achievements in different fields. It has shown great application potential in the field of medical
health. For example, VR treats mental illness (depression, anxiety, PTSD, etc.). Because of the limitations of
traditional mental illness treatment, such as the treatment environment is difficult to simulate real-world
scenarios, and patient engagements is insufficient. Virtual technology of traditional psychotherapy by building
a highly simulated virtual environment to provide patients with a safe, controllable and personalized treatment
experience. Therefore, virtual reality technology has a significant role in the treatment of mental illness. This
paper aims to review the application status, research achievements, theoretical basis, research gaps and
innovations of VR technology in the treatment of mental illness.
1 INTRODUCTION
Virtual reality technology, as a new immersive
interactive technology, has shown great application
potential in the medical and health field in recent
years, especially in the treatment of mental illness.
This research was proposed in the 1960s, and today,
it has moved from the laboratory to the clinical and
applied. Traditional psychological disorders, such as
cognitive behavioral therapy (CBT), psychoanalytic
therapy, and humanistic therapy. Traditional
treatments for mental illness rely on the patient's
imagination and recollection. The effect of traditional
mental illness treatment is often limited by subjective
factors, such as the treatment environment is difficult
to simulate the real scene, and the patient's
participation is insufficient
(Koronka, 2025). Virtual
reality creates a simulated 3D environment, enabling
patients to confront fears in a secure, controlled
setting, alleviate stress, and transform cognition
(Emmelkamp et al., 2021). This way breaks through
the limitations of traditional treatment, so it opens up
new possibilities for psychological treatment. From
post-traumatic stress disorder to anxiety disorders,
phobias to depression, virtual reality technology is
changing the approach to psychotherapy. This
a
https://orcid.org/0009-0004-6561-8175
technology not only improves the treatment effect,
but also promotes the development of psychological
treatment to the direction of precision and
individuation.
In the treatment of mental illness, the widely used
technology is VR technology. Because of the
effectiveness of VR technology, it covers a variety of
mental illnesses. Such as anxiety disorders, post-
traumatic stress disorder (PTSD), phobias,
depression, and many other mental illnesses. In the
study, patients released their stress through realistic
scenes of VR technology, no longer overthinking and
depression and other emotions, so it is very effective
in treating mental health problems.
However, despite the significant advantages of
VR technology in the treatment of mental illness, its
application still faces many challenges. First, the high
cost of the technology limits its popularity in the
clinic, and not all patients have the opportunity to
choose VR to treat mental health problems; Secondly,
the realism and interactivity of virtual reality
environment still need to be further improved to
enhance the patient's sense of immersion and
treatment effect. Creating a realistic virtual
environment requires the help of animators, modelers
and illustrators. During this period, numerous
168
Li, Y.
Virtual Reality Technology to Treat Mental Illness.
DOI: 10.5220/0013680500004670
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 2nd International Conference on Data Science and Engineering (ICDSE 2025), pages 168-174
ISBN: 978-989-758-765-8
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
technical problems and limitations arose. Therefore,
the reality and interactivity of virtual reality
environment are still the key points of whether mental
illness can be treated by VR technology; Finally, the
long-term effects and safety of VR therapy still need
to be further validated through large-scale clinical
studies (Saeed, et al. 2024).
This paper discusses the application status of VR
technology in the treatment of mental illness,
advantages and challenges, and looks forward to its
future development direction. Through the review
and analysis of the existing research, this paper will
provide theoretical basis and practical guidance for
promoting the in-depth application of VR technology
in the field of psychotherapy.
2 MANUSCRIPT PREPARATION
Virtual Reality (VR) technology, as a new immersive
interactive technology, has been widely concerned in
the field of mental illness treatment in recent years.
By building a highly simulated virtual environment,
it provides patients with a safe, controllable and
personalized treatment experience, making up for the
shortcomings of traditional psychotherapy. The
purpose of this paper is to review the application
status, research achievements, theoretical basis,
research gaps and innovations of VR technology in
the treatment of mental illness.
3 STUDY THE MAIN MENTAL
ILLNESS
3.1 Anxiety
Anxiety. Research has shown that anxiety is often
thought of as an adaptive response to a potential threat
and occurs when individuals exhibit extreme
behavioral tendencies. On the one hand, excessive
caution causes individuals to disengage from the
environment and prevents people from correcting
inaccurate perceptions. Excessive carelessness, on
the other hand, enables individuals to be in constant
contact with their surroundings, enabling them to
quickly identify and correct mistakes. As a result,
high sensitivity to perceived threats becomes
common, while insensitivity to actual risks becomes
rare. The researchers believe that this imbalance may
lead to pathological anxiety in humans (Frazer & Carl
T2016).
3.2 PTSD
Post-traumatic stress disorder (PTSD) is an important
psychiatric illness occurring following trauma. This
condition is characterized by symptoms in the form
of intrusional recollections, repeated dreams related
to trauma, and flashbacks; avoidance of trauma-
related stimuli; negative views regarding oneself, the
world, and future; increased arousal; and alterations
in sleep patterns. Treatment is established by clinical
evaluation of these traits. Psychotherapy is employed
in most patients in preference to pharmacological
treatments for certain symptoms in certain patients
(Barnhill & New York-Presbyterian Hospital, 2023).
The World Health Organization has carried out
investigations regarding post-traumatic stress
disorder (PTSD). In its conclusion, the World Health
Organization defines the characteristics of PTSD. As
opposed to widespread myths, post-traumatic stress
disorder is not just caused by suffering distress or
experiencing other psychological problems in
response to a traumatic experience since scientific
proof suggests otherwise. Symptoms of post-
traumatic stress disorder include reviving the
traumatic experience, avoidance of individuals or
contexts related to the experience, increased arousal
with notable distress, and interference in regular
routines and family, social, academic, or work-related
pursuits. Post-traumatic stress disorder victims
commonly experience intrusive recollections about
distressing experiences, making them experience
things as though the experience is recurring. Other
factors including family background problems related
to psychiatric diseases, an earlier age, and fewer
school years achieved in school work significantly
increase vulnerability to developing post-traumatic
stress disorder in response to a potentially traumatic
experience. Such recollections are commonly
preceded by intense fear or fearfulness. Sensory cues
including visible images, audible sounds (for
example, sounds produced by gun-shooting), smells
(for example, smell by an aggressor) or touch can
trigger such recollections. The recollection can take
the form of intruding thought, nightmare or in
extreme forms, flashbacks. When in a flashback
episode, an individual responds and reacts just like he
is transported to the period in life during which this
traumatized situation happened, repeatedly
experiencing in vivo the dangerous situation. Post-
traumatic stress victims can also experience
depression, fear, substance dependency diseases, in
addition to suicidal thoughts and conduct. Physical
stress and harmful drinking have been known to be
factors causing various diseases including
Virtual Reality Technology to Treat Mental Illness
169
cardiovascular diseases. Post-traumatic stress
disorder can be treated by psychological
interventions, including trauma-focused cognitive
behavioral therapy and eye movement desensitization
and reprocessing therapy. Many treatment methods
incorporate exposure methods, where the victim
narrates, explains, or imagines the trauma in order to
trigger recollections in distress in an organized and
safe manner. Actual or virtual presentation to
provokes that can induce trauma-related recollections
can be an essential part of psychological treatments in
post-traumatic stress disorder (WHO2024).
3.3 Depression
Depression represents a widespread psychiatric
condition in human society. Characteristically, its
symptoms present in the form of continuous low
spirits or decreased enjoyment or pleasure in various
undertakings. During an episode of depression,
patients experience feelings of sadness, irritability, or
empty feelings. At the same time, various symptoms
present in combinations. Further symptoms can be in
the form of difficulty in concentration, over-guilt or
feelings of worthlessness, feelings of hopelessness
about the future, suicidal or death-related thought
patterns, changes in sleep patterns, changes in eating
patterns or body weight, and presence of extreme
fatigue or decreased energy. One should note that
depression can present in various patterns. Patients
can have three types of episodes: single episode
depression, which refers to the patient's first and only
episode; recurrent depression, where patients have
had at least two previous episodes; and bipolar
disease, where manic symptoms alternate with
depressive symptoms. During manic phases, patients
can present with increased agitation or irritability,
increased activity or increased energy. Other features
can be increased talkativeness, increased flow of
thought processes, increased confidence in himself,
decreased amount of needed sleep, distractibility, and
acting in an impulsive manner or in an uninhibited
manner. The etiology of depression is
multidimensional in etiology, including both social
factors, psychological factors, and genetic factors.
Patients can have an increased risk of developing
depression in response to an unfortunate experience
in life, e.g., job loss, grief, or various distressing
occurrences. Additionally, extended bouts of down
spirits or intense stress can lead to additional
psychiatric conditions in patients. Management of
depression is inextricably related to physical
condition because various factors causing
development, remittance, or effecting depression
have in-depth interconnection to patients’
physiological status. Patients frequently have below-
average rates of physical exercise in addition to
patterns of binge drinking, both factors that have been
correlated with an assortment of diseases including
cardiovascular disease, cancer, diabetes, and
pulmonary diseases. Physical inactivity interacting
with these factors can lead to the resultant
development of depression. On the other hand, it is
imperative to realize that patients suffering from these
diseases can suffer from depression because of the
difficulty in coping with both physical illness and
emotional well-being. Current programs by the World
Health Organization (WHO) towards prevention have
been proven to reduce symptoms in patients suffering
from depression. As an illustration, the WHO Mental
Health Gap Action Plan (mhGAP) emphasizes
identifying depression and attempted suicide/self-
harm as essential factors in screening for depression
in priority areas in mental illness. This system
provides patients with easier accessibility to
treatment through non-psychiatric providers who get
support in treating individuals suffering from
neurological diseases, substance dependency, and
psychiatric illness by the WHO. Additionally, the
World Health Organization has developed an
abridged guide to providing psychological therapy to
patients suffering from depression by trained lay
counselors (WHO2023).
4 RESEARCH ACHIEVEMENT
4.1 Anxiety treatment
Anxiety intervention. Evidence suggests that virtual
reality (VR) technology has a significant impact upon
the treatment of anxiety disorders. One example is
virtual reality exposure therapy (VRET) used to treat
certain phobias, including acrophobia (height fear)
and aviophobia (fear of flying) and social anxiety.
This entails the imitation of settings like a virtual
altitude scene or virtual queue situation. Furthermore,
building an intense social get-together atmosphere is
part of the process. Evidence suggests that VRET can
reduce symptoms in patients significantly. The
therapy outcomes achieved by this method equal or in
certain cases exceed those gained by conventional
exposure therapy (Powers & Emmelkamp, 2008).
4.2 PTSD treatment
Post-traumatic stress disorder (PTSD). VR
technology has also made important advances in the
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treatment of PTSD. By recreating traumatic scenes,
VRET helps patients gradually face and overcome
psychological trauma in a safe environment. Six
virtual reality treatments were associated with
reduced PTSD judgments and symptoms in Iraq and
Afghanistan veterans, although there was no control
condition for virtual reality exposure. Studies have
shown that VRET can significantly reduce symptoms
in PTSD patients and improve their quality of life
(Rothbaum et al., 2014).
4.3 Depression treatment
Depression. The use of VR technology in depression
treatment is also increasing. For example, VR
cognitive behavioral therapy (VR-CBT) helps
patients improve mood and cognitive function by
simulating positive situations and activities.
Preliminary studies have shown that VR-CBT can
effectively reduce depressive symptoms and improve
patients' feelings of self-efficacy (Falconer et al.,
2016).
5 THEORY OF THERAPEUTIC
METHODS
5.1 Exposure therapy
The theory of exposure therapy. Exposure therapy is
the main theoretical basis of VR technology in the
treatment of mental illness. Through repeated
exposure to fear or trauma-related virtual
environments, patients are able to gradually adapt and
overcome their psychological disorders (Rothbaum &
Hodges, 1999).
A separate study was carried out examining
virtual reality (VR) exposure therapy. This study
demonstrates the efficacy of technologically aided
single virtual reality exposure therapy (VRET) in
treating arachnophobia, using accessible consumer-
grade equipment and novel automated programs,
compared to established conventional practice, in
vivo single therapy (OST), in a parallel group
randomized non-inferior design. The results revealed
through linear hybrid modeling evidenced decreased
avoidance behavior and reported fear in both cohorts
upon completion of the treatment, with VRET
trending toward approaching the notable therapeutic
benefits of OST over time. No notable drift was
evidenced during the follow-ups conducted during
months 3 and 12, although notable deterioration was
not evidenced until month 12. Tests to detect negative
effects evidenced no notable differences between
both experimental treatments. This work confirmed
automatic VRET to reduce symptoms related to
arachnophobia in the short term while determining
that in the longer term, this was equal to in vivo
exposure therapy. Additionally, the efficacy trial in
VRET is designed to determine both true
effectiveness and non-specific therapy factors
developing during therapy that are influenced by
dosing technician intervention (Lindner, et al. 2019).
5.2 Cognitive behavioral therapy
Cognitive Behavioral Theory (CBT) is used to form
the theoretical background in this research. This study
aims to analyze the tenets of CBT to inform improved
patient care through alterations in their thought
process and conduct. Research has established that
virtual reality (VR) has immense potential in treating
psychiatric illness. Evidence is in support by proving
that virtual reality is rich in potential in psychiatric
condition management. However, effectiveness is
dependent upon seamless cooperation between
design professionals and researchers in virtual reality
to design true virtual environments since patients
respond in various ways; thus, developing
personalized and true environments is imperative in
each case. Economic and technical requirements are
thus anticipated to keep rising (Freeman et al., 2017).
The utilization of virtual reality therapy in
combination with Cognitive Behavioral Therapy
(CBT) has been investigated through an equivalent-
sized, single-blind, randomised controlled trial across
nine trusts in the United Kingdom's National Health
Service (NHS). Study participants included patients
who were over the age of 16 and who had been
diagnosed with spectrum schizophrenia or who were
exhibiting emotional symptoms related to psychosis,
in addition to difficulty leaving their residences
because of problems related to anxiety. Study
participants were randomised (1:1) to receive
gameChange VR in addition to usual treatment or to
continue to have only usual treatment. Randomisation
used block algorithms with block sizes varying by
both study site and by type of service delivered.
The gameChange VR app has been specially
created to target individuals suffering from
agoraphobia and related fears in usual contexts. It is
meant to aid individuals in reducing fear during social
interactions and in public contexts. The subjects
received six sessions over a period of six weeks
through the gameChange VR therapy. Clinical testing
revealed that with assistance by an expert in mental
health, noticeable improvement in avoidance
Virtual Reality Technology to Treat Mental Illness
171
symptoms and distress related to anxiety was
registered upon completion of these sessions.
Participation in therapy through virtual reality was
extremely engaging to the subjects. However, overall
effectiveness in treating was constrained by the
reality that most individuals in the treatment cohort
had low pre-baseline avoidance scores regarding fear,
leaving little prospect for noticeable change. Though
patients indicated partial remission to an extent, most
notable was in symptom relief regarding agoraphobia.
This is among the largest trials carried out to test
virtual reality treatments in treating psychiatric
conditions. The gameChange VR simulation gave
patients a chance to practice coping in true life
contexts, including leaving their residence, attending
cafés, shopping, attending doctor visits, and taking
transit. Sessions have been created in collaboration
with individuals who have suffered psychiatric
problems to guarantee that the treatment is responsive
to problems in true life.
Compared to standard treatment alone, game
change VR treatment significantly reduced fear
avoidance and distress in everyday life. Patients with
severe difficulties experienced moderate to
substantial improvements lasting up to 6 months,
particularly in controlling agoraphobia. The therapy
works by reducing exaggerated threat perception and
defensive behaviors, which are central to the
cognitive processes underlying anxiety (Freeman, et
al., 2022).
Explore self-compassion in VR. Another study
investigated whether immersive virtual reality
enhanced self-compassion in people with depression.
The researchers designed an eight-minute virtual
reality scenario in which 15 patients practiced
expressing compassion from one virtual body and
then receiving their own compassion in another
virtual body. In open trials, repeating this exercise
three times over four weeks significantly reduced the
severity of depression and self-criticism, while
significantly increasing self-compassion. Four
participants showed significant clinical improvement.
These findings suggest that immersive virtual reality
interventions have considerable clinical potential,
although further development and controlled trials are
needed to verify their effectiveness (Falconer, et al.
2016).
5.3 Biofeedback mechanism
Biofeedback mechanisms. Studies have shown that
combining virtual reality (VR) technology with
biofeedback systems enables patients to visualize in
real time physiological responses to therapy
interventions, including skin conductance and heart
rate. When used in virtual reality exposure therapy
(VRET), this combination provides an unprecedented
degree of control; therapists can adjust exactly the
degree of intensity, duration, and speed of exposure
to each individual's requirements. Additionally, in the
event of undue stress in a patient, therapy can be
stopped in an instant. Therapy effectiveness can be
increasingly improved by applying biofeedback to
achieve increased specificity and effectiveness
(Repetto et al., 2013).
A follow-up study emphasized problems related
to integrating systems of biofeedback, especially
tracking heartbeat variation in virtual reality (VR)
environments to support in situ adaptation in these
contexts. As an example, an automatic adjustment in
scene complexity in accordance with increased
patients' anxiety can induce feelings of calmness.
Military professionals including army troops, flyers,
and crew members work assiduously towards
integrating increasingly advanced and efficient stress
training programs. This systematic review discusses
an overview of experimental work carried out in
previous years examining virtual reality-grounded
stress management training programs among military
professionals. This novel and advanced technique has
immense potential to act as an efficient methodology
to support military officers in coping with stress
(Pallavicini, et al. 2016).
6 CHALLENGES AND
EXPECTATIONS
6.1 Cost and popularity
Technology cost and popularity. The research shows
that although VR technology has the possibility of
future development, it has not become a hot topic in
the world. The biggest limiting factor for the use of
VR in clinical practice is cost. The researchers did not
have the research funds to develop the clinical
application of VR technology and the corresponding
high application software. New software comes from
many laboratories around the world, and these
researchers test and develop VR for clinical use, so
the cost of developers is too high, and the price will
naturally increase, and the high cost of development
and VR technology needs to have safety and
effectiveness, so they continue to not be
commercialized. Because the development of VR
technology is too fast, the new technology will
replace the old technology, researchers need new
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equipment to continue research, and even overturn
the previous research data, so these problems hinder
the clinical development of VR technology (Bell, et
al, 2020).
6.2 Reality and interactivity of virtual
environment
The authenticity and interactivity in virtual contexts
have an essential role to play in ensuring greater
ecological validity, an essential goal in virtual reality
(VR) design. However, the degree of required
immersion to induce presence is an area in which
researchers continue to conduct extensive work.
Influencing this immersion is the display quality in
VR equipment (such as frame rates and resolutions)
as well as design factors (such as representing entities
in virtual contexts in life-like ways in an engaging
manner) and multi-modal interactivity. One notable
effect commonly referred to in VR is referred to as
the "valley of terror." This refers to the point where
humanoid entities in an otherwise believable virtual
context with minimal faults (such as unrealistic
breathing patterns) can elicit revulsion or unease in an
otherwise plausible situation. Curiously, avatars with
greater exaggeratedness avoid this effect better since
these elicit better responses in users compared to
humanoid presentations with increased reality (Mori
et al., 2012).
6.3 Personalized treatment
Personalized therapy is an essential pathway to
developing virtual reality (VR) technologies.
Research has shown that VR has the potential to act
as an efficient diagnostic tool in analyzing psychiatric
diseases, including depression, in addition to
providing personalized motivational factors tailored
to therapy, thus facilitating immense engagement
leading to beneficial therapy outcomes. Additionally,
incorporation of wearable sensors significantly
enables user interaction in the virtual reality domain,
thus further optimizing therapy processes (Waqas et
al. 2024).
7 CONCLUSIONS
This paper reviews the application status, research
achievements, theoretical basis and gaps of virtual
reality technology VR in the treatment of mental
illness. Studies have shown that VR technology is
effective in the treatment of anxiety disorders, PTSD
and depression, especially in exposure therapy and
cognitive behavioral therapy. Its theoretical basis
includes exposure therapy, cognitive behavioral
theory and biofeedback mechanisms, which provide
a scientific basis for VR therapy. However, the
application of VR technology still faces challenges
such as high technical cost, insufficient sense of
virtual environment, and long-term effect and safety
to be verified.
Future research should focus on reducing the cost
of technology, improving the realism and interactivity
of virtual environments, and verifying long-term
effects and safety through large-scale clinical studies.
In addition, combining artificial intelligence and big
data technology, the development of personalized
treatment plans is an important direction. Despite the
challenges, VR technology has great potential in the
treatment of mental illness and is expected to become
a mainstream treatment in the future.
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