Being in Virtual Reality and Its Influence on Brain Health—An Overview of Benefits, Limitations and Prospects
Abstract
:1. Introduction
1.1. Basic Features of Virtual Environments
1.2. Development of Virtual Environments
1.3. Research Area, Objectives and Research Hypothesis/Premise
2. Methods
2.1. Identification and Selection of Articles
2.2. Eligibility Criteria
3. Results and Discussion
3.1. VR Approaches as Novel Beneficial Environments/Tools and Discussion on Their Significance in Neuroscience
3.1.1. Traditional Versus Virtual Research Approaches
3.1.2. Basic Benefits of Using Virtual Environments
3.1.3. Examples of Research Area on the Impact of Virtual Environments on (Brain) Health
Applications of VEs | Authors | Descriptions of VR Approaches, Basic Results and Conclusions |
---|---|---|
Experimental and modeling studies with healthy participants in real and virtual environments (VEs) | Kodithuwakku et al. 2024 [4] | Researchers investigated the effects of virtual heights, dual-tasking (DT) and training on static postural stability in healthy adults without simulator/motion sickness and acrophobia. The results of modeling VEs showed that static balance deteriorates at higher VR altitudes and during DT and improves with VR training (but excessive visual stimulation reduced cortical response and postural control ability [33]). The authors suggest that VR can be used as a potential tool for ergonomic balance training (e.g., as strategies to prevent falls in workplaces). |
Benelli et al. 2023 [54] | Researchers emphasize that there is not yet an effective solution to the problem of cybersickness (CS) and propose an innovative approach for a frequency-dependent reduction in CS in VR via transcranial oscillatory stimulation of the vestibular cortex. The authors indicate that the new approach may be used to treat a variety of vestibular dysfunctions. | |
Brock et al. 2023 [55] | The modeling study examined movement kinematic and postural control for visual–motor skills during golf playing in real and VR environments in novice golfers (students). The results showed differences in putter swing between real and virtual reality, as well as between VE with and without haptic information. The authors note the possibility of different motor learning transfers in the conditions tested. | |
Sokołowska 2021 [28,29] | The research proposed a novel model-based approach to assessing functional lateralization of the brain and demonstrated highly effective recognition of functional and postural asymmetries using non-immersive VE in healthy adults. | |
Pain Procedural pain Neuropathic pain Phantom limb pain (PLP) | Li et al. 2023 [56] | The research team proposed an interesting project to explore the analgesic effect of VE in healthy adults. The researchers compared the effect of immersive VR and no VR control on pain perception. The authors pointed to the analgesic benefits of VR and concluded that the VR findings support further development of digital healthcare. |
Phelana et al. 2023 [57] | The study describes the process of designing, testing and implementing a VR system in a hospital setting. In the experimental phase, the study was conducted on healthy adults, and pain was induced through cold pressor. The effectiveness of the VR system was then tested on burn-injured patients. The results show that prolonging the use of VR after a therapy session can help treat procedural pain more effectively. | |
Aurucci et al. 2023 [45] | Researchers proposed novel non-pharmacological interventions, such as transcutaneous electrical nerve stimulation (TENS) to activate peripheral pain relief via neuromodulation and VR to modulate patients’ attention. This is an example of a brain–computer interface enabling personalized multisensory intervention in neuropathic pain (i.e., a comprehensive approach to individualized therapy). The study demonstrates the feasibility of real-time pain detection based on objective neurophysiological signals and the effectiveness of a triggered combination of VR and TENS to significantly reduce neuropathic pain. | |
Annapureddy et al. 2023 [58] | Scientists tested a mixed reality system for treating phantom pain, using the immersive Mr. MAPP environment with a novel in-home virtual mirror therapy option. Mirror therapy allows participants to visually see missing limbs using a mirror. The results show that VE can potentially relieve pain and improve function in PLP patients. | |
Hali et al. 2023 [31] | Based on the current literature, the authors document that VR therapy has the potential to effectively treat PLP, and they identify additional benefits by adding vibrotactile stimuli to VR therapy. This approach leads to even greater pain reduction compared to VR therapy alone. | |
Acquired brain injury (ABI) Traumatic brain injury (TBI) Intensive care unit weakness (ICU-AW) | Bulle-Smid et al. 2023 [59] | Researchers provide a review of extended reality (XR) environments as particularly promising in rehabilitating people with ABI and promoting professional supervision, faster recovery, shorter hospital stays and lower expenses. The authors suggest that future XR research should focus on developing appropriate XR environments, improving the safety and support for both patients and healthcare professionals. |
Calabro et al. 2023 [60] | The results of a study using non-immersive VE in tele-neurorehabilitation of patients with severe ABI (sABI) demonstrate that the VR approach is a suitable alternative and/or complementary tool to improve motor and cognitive function and reduce behavioral changes in sABI patients. In addition, the authors indicate a beneficial effect on alleviating caregivers’ distress and promoting positive aspects of caregiving. | |
Brassel et al. 2021 [26] | Researchers indicate that VR is increasingly being used to assess and treat impairment resulting from ABI due to its perceived advantages over conventional methods. In addition, the authors emphasize that there are no tailored options for designing and implementing VR in ABI or TBI rehabilitation. The researchers made some recommendations regarding these issues in this patient population. | |
Keller et al. 2020 [5] | Researchers presented that VR-based therapy to regain upper extremity function induces changes in the cortex grey matter in persons with ABI. The researchers proposed an interesting interactivity VR game in which ABI patients with upper limb paresis use an unaffected limb to control a standard input device and a regular computer mouse to control virtual limb movements and tasks in a virtual world. The results showed that the VR rehabilitation program significantly improved motor functions and skills in the affected upper extremities of subjects with ABI. In addition, significant increases in grey matter volume in the motor and premotor regions of the affected hemisphere and correlations of motor skills and volume in non-affected brain regions were observed, pointing out marked changes in structural brain plasticity. | |
Castelli et al. 2023 [61] | This is an interesting paper on the role of technology-based rehabilitation in patients with intensive care unit weakness (ICU-AW). The results of the study show that intensive structured rehabilitation is effective in improving motor function, disability and quality of life of patients with severe acquired brain injury and acquired weakness. For example, a combination of non-immersive VR training and focal muscle vibration can result in significant improvements in overall disability and quality of life compared to traditional treatment alone. The researchers recommend VEs in the neurorehabilitation of ICU-AW patients to facilitate the fastest possible neurorepair. | |
Multiple sclerosis (MS) | Milewska-Jędrzejczak and Głąbiński 2023 [32] | The research group presents recent findings of brain plasticity induction and its beneficial impact after both traditional physical and VR-based rehabilitation in patients with multiple sclerosis. The basic premise of this approach is that physical rehabilitation and physical activity are known non-pharmacological treatments for MS. |
Kamm et al. 2023 [62] | The study presents a new home-based immersive dexterity training program for MS patients based on a VR headset. The study demonstrates good feasibility, usability and patient engagement and satisfaction with this VR training (VRT) program. The results also indicate an improvement in the motor skills of the dominant hand after VRT. | |
Cortés-Pérez et al. 2021 [63] | The authors analyze and demonstrate that VR-based therapies are effective in reducing fatigue and have a positive impact on patients’ quality of life. | |
Leonardi et al. 2021 [64] | This clinical study on VR-based neurorehabilitation of cognitive dysfunction in people with relapsing/remitting MS showed improvement in mood and visuospatial skills. The researchers suggest that VR can be a motivating and effective tool for cognitive recovery in persons with MS. | |
Stroke | Bedendo et al. 2024 [65] | Researchers emphasize that to prevent deterioration of mobility, patients undergoing chronic rehabilitation must perform well-focused and repetitive exercises. In their view, VR appears as an interesting tool that offers the possibility of training and measuring patient performance. The authors proposed and tested an exercise design for the recovery of stroke patients at home, considering standard measures related to usability, immersion, workload and adverse symptoms, and with the involvement of rehabilitation experts. The results suggest the promising potential of VR applications for the future development of home rehabilitation programs. |
Bargeri et al. 2023 [66] | Researchers investigate and compare the efficacy and safety of VR rehabilitation for motor upper limb function and activity after stroke in immersive, semi-immersive and non-immersive modes of VR intervention with or without traditional therapy versus conventional therapy alone. The authors recommend the feasibility of using VR technology in clinical practice. | |
Cinnera et al. 2023 [67] | The authors explored the use of immersive VR to treat visual perception in unilateral spatial neglect (USN) after a stroke. The results demonstrate not only the potential benefits of VR in treating visual perception impairment in USN, but also that VE motivates patients during the rehabilitation process, improving compliance and interest. | |
Errante et al. 2022 [68] | Researchers investigated the effectiveness of a new VR rehabilitative approach with action observation therapy (AOT) based on the discovery of mirror neurons to improve motor function. The study evaluated action observation (AO) added to standard VR (AO + VR) to improve upper limb function in stroke patients, compared to a control treatment consisting of observing naturalistic scenes (CO) without any action content, followed by VR training (CO + VR). The authors suggest that AO + VR therapy could be adjunct to currently available rehabilitation interventions for post-stroke recovery and could be used as part of standard sensorimotor training or in individualized (tele)rehabilitation. | |
Wiley et al. 2022 [25] | The review examined the effects of VR therapy on cognition after stroke. The authors indicate that VR therapy (a) is a promising new form of technology that improves patient satisfaction with post-stroke rehabilitation; (b) has the added advantages of providing immediate feedback and a degree of difficulty that can be easily modified (i.e., the user-friendliness of this form of rehabilitation); and (c) has the potential to improve various motor, cognitive and physical deficits after stroke. In summary, VEs can be useful in rehabilitation settings. | |
Mild cognitive impairment (MCI) | Gómez-Cáceres et al. 2023 [69] | Researchers analyzed and evaluated the effectiveness of VR-based neuropsychological interventions in improving cognitive functioning in patients with MCI. The authors showed that VEs have a beneficial effect on improving cognitive functioning in patients with MCI, providing a basis for clinical practice recommendations. |
Yang et al. 2022 [70] | The results of the study show that VR-based cognitive training and exercise training improve brain health and cognitive and physical function in older adults with MCI. | |
Liao et al. 2020 [71] | The research team presented the potential of VR-based physical and cognitive training designed as an intervention for cognition and brain activation in elderly patients with MCI. The authors also analyzed whether a VR program designed around functional tasks can improve the instrumental activities of daily living (IADL) of these patients. The results showed that in both training programs without and with VR, there were improvements in executive function and verbal memory (immediate recall). But only in VR were there significant improvements in global cognition, verbal memory and IADL. In the authors’ opinion, VR training can be implemented for older adults with MCI. | |
Mancuso et al. 2020 [72] | The authors present the greater benefits/better effects of using VR with non-invasive brain stimulation, VR-NIBS, in the cognitive rehabilitation of patients with MCI and Alzheimer’s dementia. | |
Cassani et al. 2020 [47] | Based on the current literature, the authors demonstrated the benefits of the VR-NIBS combination for five therapeutic applications, namely neuropathic pain, cerebral palsy, stroke, multiple sclerosis, and post-traumatic stress disorder (PTSD) and phobias. | |
VR exposure therapy (VRET) for posttraumatic stress disorders (PTSDs) and specific phobias | Siehl et al. 2023 [73] | The study found that PTSD patients differ in brain activation from control subjects in regions such as the hippocampus, amygdala and ventromedial prefrontal cortex in processing unpredictable and predictable contexts. The researchers suggest that (a) deficient encoding of more complex configurations may lead to a preponderance of cue-based predictions in PTSD and (b) exposure-based therapies need to focus on improving the predictability of contextual processing and reducing enhanced cue reactivity. |
Binder et al. 2022 [74] | Researchers developed a fully automated experimental procedure using immersive VR involving behavioral search, forced-choice and an approaching task with varying degrees of freedom and stimulus relevance. In this study, scientists examined the sensitivity and feasibility of these tasks to assess avoidance behavior in patients with specific phobias. The results show the beneficial effects of immersive VR on specific phobias. In addition, the authors conclude that the behavioral tasks are well suited for assessing avoidance behavior in participants with phobias and provide detailed insights into the avoidance process. | |
Alvarez-Perez et al. 2021 [75] | Researchers emphasize that cognitive-behavioral therapy (CBT) with exposure is the treatment of choice for specific phobias. VR exposure therapy (VRET) has been shown to benefit the treatment and prevention of specific phobias by addressing the therapeutic limitations of exposure to real images. Neuroimaging studies on specific phobias demonstrate various changes in brain activation through CBT with VR exposure. | |
Hinze et al. 2021 [76] | The review presents current and future applications of innovative digital technologies in the effective diagnosis and cognitive-behavioral psychotherapy of spider phobia (arachnophobia). | |
Other areas of application of VEs for Parkinson’s disease (PD), attention-deficit hyperactivity disorder (ADHD), schizophrenia spectrum disorders (SSDs) or autism spectrum disorders (ASDs), depressive disorders | Alavian et al. 2024 [77] Kaplan et et al. 2024 [78] Baugher et al. 2023 [79] | Scientists emphasize that relatively few studies using innovative technologies are conducted in groups of patients with Parkinson’s disease. Not only VEs but also robotic (assistive) technologies are used in rehabilitation and evaluation of its (beneficial) effects. Patients’ family members/guardians are also involved in the research. This is crucial for such patients who require advanced care provided by the patient’s environment. The incidence of Parkinson’s disease, like that of other progressive neurodegenerative diseases, will increase as the world’s population ages. High hopes are being placed on the development of digital environments and tools, such as MR and AI. |
Goharinejad et al. 2022 [80] Coleman et al. 2019 [81] | The use of VR, AR and MR technologies in attention-deficit hyperactivity disorder (ADHD) has increased in recent years. ADHD is a neurodevelopmental disorder characterized by problems with concentration, excessive physical activity and impulsivity. The findings show that innovative technologies are promising tools to improve the diagnosis and management of ADHD. | |
Holopainen et al. 2023 [82] Aubin et al. 2018 [83] | Studies to date using VR technology in various symptom domains of schizophrenia spectrum disorders (SSDs) point to completely new possibilities for effective SSD treatment. Researchers indicate that (a) VEs still require more research and validation and (b) there are currently few studies examining the latest technology in the treatment of SSDs. | |
Zhang et al. 2022 [84] De Luca 2021 [85] | The number of studies using VR-based technology for individuals with ASD has increased over the last decade. De Luca’s team proposed a novel training program in a VE, documenting improved outcomes and changes in frontoparietal network connectivity after VR rehabilitation training. The current research indicates that (a) VEs are promising and efficacious for the assessment and treatment of ASD and have been found to be acceptable by persons with ASD. Researchers also emphasize that VEs provide fully interactive simulations of real-world settings and social situations that are particularly suitable for cognitive and performance training, including social skills and interaction. | |
Yan et al. 2024 [86] Baghaei et al. 2021 [87] | Research indicates that non-pharmacological innovations in (personalized) treatment plans/approaches for depressive disorders also include new VR-based strategies that may be effective in supporting the treatment of patients with depression. |
3.2. Being in VR and Discussing the Impact of Technical Aspects and Adverse Symptoms on (Brain) Health
3.2.1. VR Equipment for Non-Immersion, Partial Immersion and Full Immersion
3.2.2. VR and Adverse Symptoms such as Cybersickness
3.2.3. VR and the Development of Validation and Standardization Procedures
3.2.4. Summary
3.3. Limitations and Future Prospects of Digital Worlds with Artificial Intelligence
3.3.1. Basic Limitations of Virtual Environments
3.3.2. Future Development of VR with Artificial Intelligence
4. Conclusions
- (1)
- The purpose of this review was to present interesting findings on the effects of using innovative virtual technologies in neuroscience. Immersion and being in created digital worlds influence the behavior of the brain and body. The significant impact on the human brain is still unknown, especially in the long term.
- (2)
- The data obtained to date, both from experimental and modeling studies and from (clinical) observations, indicate the vast and important potential of digital worlds, but their use can have both beneficial and unfavorable effects, including digital ethical aspects that require further research.
- (3)
- Current VR research on human health (and disease) has shown that digital technologies (a) are attractive and stimulate the rapid development of contemporary civilization and the exploration of human brain capabilities and (b) are promising, motivating, easy to personalize and control, and relatively safe for rebuilding/remodeling motor and cognitive functions in brain health and/or disorders.
5. Limitations of the Present Review
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
ABI | acquired brain injury |
ADHD | attention-deficit hyperactivity disorder |
AGI | artificial general intelligence |
AI | artificial inteligence |
AO | action observation |
AOT | action observation therapy |
AR | augmented reality |
ASD | autism spectrum disorder |
ASI | artificial superintelligence |
CAVE | cave automatic virtual environment |
CBT | cognitive-behavioral therapy |
CS | cybersickness |
DT | dual-tasking |
EEG | electroencephalogram |
EF | executive function |
EMG | electromyogram |
EOG | electrooculogram |
HMD | head-mounted display |
IT | information technology |
ICT | information and communication technology |
ICU-AW | intensive care unit weakness |
IRT | interpersonal reactivity index |
MCI | mild cognitive impairment |
MR | mixed reality |
MS | multiple sclerosis |
MNs | mirror neurons |
NIBS | non-invasive brain stimulation |
PD | Parkinson’s disease |
PLP | phantom limb pain |
PRISMA | Preferred Reporting Items for Systematic Reviews and Meta-Analyses |
PTSD | post-traumatic stress disorder |
SOR | stimulus–organism–response |
SSD | schizophrenia spectrum disorder |
TBI | traumatic brain injury |
TENS | transcutaneous electrical nerve stimulation |
UE | user experience |
UI | user interface |
USN | unilateral spatial neglect |
VE | virtual environment |
VR | virtual reality |
VRET | VR exposure therapy |
VRT | VR training |
XR | extended reality |
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Benefits of VEs | Adverse Effects and Limits | Other Implications |
---|---|---|
High ecological value of VEs; users know that everything shown in VR is not real, yet the mind and body behave as if it were real after all. | Addiction to modern technology, acute and/or emotional distress (physical risk, barriers, task/technical difficulties, time pressure, delusions, negative emotions). | Technologies are present in many areas of modern civilization, and VEs have gained popularity in the last decade. |
High precision, sensitivity and specificity of VR diagnostics; researchers point to its potential to be the gold standard in neuropsychology. | Limiting contact with the real world and choosing to be in VR more often. | Benefits of VEs outweigh the observed limits, especially in basic/clinical neuroscience and biomedical applications. |
Highly effective VR neurotherapy and neurorehabilitation. | Various unfavorable physiological outcomes (e.g., visual and muscular fatigue, musculoskeletal discomfort) and cybersickness. | Intensive research on the elimination of serious limitations is carried out by many groups of scientists, experts, etc. |
The effectiveness of VR prevention in everyday life and modern medical practice. | The need to test and validate subsequent generations of VR devices, equipment, environments, etc. | Very dynamic and unpredictable IT/ICT development. |
Very attractive, innovative VR models and significant positive motivation and high involvement in VR being. | The most advanced of them are found only in various institutions or centers, while remote and home versions are still in the early stages of their development. | The consequence is the incomparability of the created virtual devices, systems, and environments and their varied impact on users. |
Attractive and interactive ways for users to communicate, including biofeedback and access to helpful information and comments. | Lack of general standardization of procedures and use of VR environments in neuroscience. | Inspiration for new directions in neuroscience and novel fields of science, industry, education, sports, military, health service, etc. |
Possibility to control and adapt to the current situation, conditions and achieved level of performance of VR tasks or training. | The costs of novel technologies are still high, and there are still no legal regulations maintaining the safety and privacy of users and no general bioethical standards for the use of VR. | Prospects integrate the digital and real worlds using artificial intelligence, taking into account and regulating the mentioned issues regarding users and digital bioethics. |
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Sokołowska, B. Being in Virtual Reality and Its Influence on Brain Health—An Overview of Benefits, Limitations and Prospects. Brain Sci. 2024, 14, 72. https://doi.org/10.3390/brainsci14010072
Sokołowska B. Being in Virtual Reality and Its Influence on Brain Health—An Overview of Benefits, Limitations and Prospects. Brain Sciences. 2024; 14(1):72. https://doi.org/10.3390/brainsci14010072
Chicago/Turabian StyleSokołowska, Beata. 2024. "Being in Virtual Reality and Its Influence on Brain Health—An Overview of Benefits, Limitations and Prospects" Brain Sciences 14, no. 1: 72. https://doi.org/10.3390/brainsci14010072
APA StyleSokołowska, B. (2024). Being in Virtual Reality and Its Influence on Brain Health—An Overview of Benefits, Limitations and Prospects. Brain Sciences, 14(1), 72. https://doi.org/10.3390/brainsci14010072