Abstract

In recent years, immersive virtual reality technology (IVR) has seen a substantial improvement in its quality, affordability, and ability to simulate the real world. Virtual reality in psychology can be used for three basic purposes: immersion, simulation, and a combination of both. While the psychological implementations of IVR have been predominately used with adults, this review seeks to update our knowledge about the uses and effectiveness of IVR with children. Specifically, its use as a tool for pain distraction, neuropsychological assessment, and skills training. Results showed that IVR is a useful tool when it is used either for immersive or simulative purposes (e.g., pain distraction, neuropsychological assessment), but when its use requires both simulation (of the real world) and immersion (e.g., a vivid environment), it is trickier to implement effectively.

Highlights

  • In recent years, immersive virtual reality technology (IVR) has seen a substantial improvement in its quality, affordability, and ability to simulate the real world

  • The results reported by Rodríguez et al (2018) demonstrated that the AULA Nesplora IVR-continuous performance test (CPT) was able to discriminate between children with and without ADHD symptoms, whereas the TOVA was not able to discriminate between the two groups

  • We summarized the uses of IVR with a developmental population in three main areas: (1) pain distraction, (2) neuropsychology, and (3) social-skills training

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Summary

Introduction

Immersive virtual reality technology (IVR) has seen a substantial improvement in its quality, affordability, and ability to simulate the real world. The focus on immersion in Heilig’s version of VR remains an important concept today, in the realm of video gaming, where theorists and designers regularly assess VR environments for their impressiveness. Immersion in this context is the feeling of complete engagement or involvement in a 3-D, computer-generated world that perceptually surrounds the viewer using images, sound, or other stimuli to provide a captivating environment (Fallis, 2013). There are other VR applications where the simulation of the real world is not an essential aspect of the experience; its success relies on how well the user is psychologically involved in the environment (e.g., pain distraction experiences)

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