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Pilot Study of a Mobile, Virtual Reality–Based Digital Therapeutic for Smoking Cessation: Randomized Controlled Trial

Pilot Study of a Mobile, Virtual Reality–Based Digital Therapeutic for Smoking Cessation: Randomized Controlled Trial

In addition to smartphone-based interventions, encouraging advances have been made in the use of virtual reality (VR) in digital medicine. VR has been implemented in consultations and hospital settings under the supervision of health professionals [36]. Incorporating VR into treatments can alleviate patient symptoms in conditions such as claustrophobia [37,38], post-traumatic stress disorder [39], and smoking cessation [40,41] and may improve adherence to weight loss behaviors [42].

Yeong-Seon Jo, Arom Pyeon, Min-Kyung Hu, SungMin Kim, In-Young Choi, Dai-Jin Kim, Ji-Won Chun

JMIR Mhealth Uhealth 2025;13:e66411


Deconstructing Participant Behaviors in Virtual Reality Simulation: Ethnographic Analysis

Deconstructing Participant Behaviors in Virtual Reality Simulation: Ethnographic Analysis

A detailed description of this VR simulation was previously described by Zackoff et al [20]. Participants received a 5-minute orientation to navigation in the VR environment and the functionality of the virtual patient and equipment from a trained VR simulation facilitator. They then received the case description and were instructed to begin their assessment and management of the patient as they would in real life.

Daniel Loeb, Jamie Shoemaker, Kelly Ely, Matthew Zackoff

JMIR Med Educ 2025;11:e65886


Design Guidelines for a Game-Based Physical Rehabilitation System: Focus Group Study

Design Guidelines for a Game-Based Physical Rehabilitation System: Focus Group Study

Whole-body motion capture VR allows a unique opportunity for individuals to experience a heightened sense of realism during task-specific therapeutic activities. However, clinicians need to be able to match a game’s components to an individual’s functional deficits [59]. Even though none of these games were designed for clinical purposes. The study by Rizzo and Kim [60] stated that “Designers of rehabilitation tasks can benefit from examining the formulas that commercial game developers use.”

Ahmad M S Elaklouk, Ratna Zuarni Ramli, Samah M M Alakklouk, Norsafinar Rahim

JMIR Hum Factors 2025;12:e67336


Exploring the Application of AI and Extended Reality Technologies in Metaverse-Driven Mental Health Solutions: Scoping Review

Exploring the Application of AI and Extended Reality Technologies in Metaverse-Driven Mental Health Solutions: Scoping Review

Notably, metaverse-based clinics and virtual reality (VR) teletherapy rooms are now being explored as accessible alternatives to traditional clinical settings [5,6]. XR serves as a gateway to the metaverse, encompassing immersive technologies such as VR, augmented reality (AR), and mixed reality (MR). Each of these modalities offers distinct capabilities.

Aliya Tabassum, Ibrahim Ghaznavi, Alaa Abd-Alrazaq, Junaid Qadir

J Med Internet Res 2025;27:e72400


Feasibility and Efficacy of Commercial-Off-the-Shelf Virtual Reality Applications for Managing Chronic Pain and Enhancing Well-Being Among Older Adults in the Community: Mixed Methods Pilot Study

Feasibility and Efficacy of Commercial-Off-the-Shelf Virtual Reality Applications for Managing Chronic Pain and Enhancing Well-Being Among Older Adults in the Community: Mixed Methods Pilot Study

Since Ivan Sutherland and Bob Sproull created the first virtual reality (VR) headset in 1968, VR technology has evolved significantly [1]. VR involves experiencing digital simulations, ranging from realistic to fantastical, in 3 D spaces using computer technology [2]. Users can experience VR in immersive and nonimmersive forms. Today, VR technology is widely used in gaming, entertainment, education, and therapy.

Rachel Yim Fong Leung, Megan Zichen Ye, Flora Yaqian Zhang, Tyrone Tai-On Kwok, Yuying Sun, Agnes Yuen Kwan Lai, Juming Jiang, Mimi Mun Yee Tse

JMIR Form Res 2025;9:e67765


A Virtual Reality Force Control Training System on Brain Activation: Functional Near-Infrared Spectroscopy (fNIRS) Study

A Virtual Reality Force Control Training System on Brain Activation: Functional Near-Infrared Spectroscopy (fNIRS) Study

Some notable examples of VR-based rehabilitation system that incorporate the VR features are the Amadeo hand rehabilitation device (Tyromotion Gmb H) and the lab custom Tipr device. The Amadeo device is an interactive robotic device for hand function assessment, range of motion exercises, and force control rehabilitation.

Luigi Gan, Chien-Ju Lin, Hsiao-Feng Chieh, Kai-Nan An, Fong-Chin Su

JMIR Serious Games 2025;13:e63874


Knowledge Gain and the Impact of Stress in a Fully Immersive Virtual Reality–Based Medical Emergencies Training With Automated Feedback: Randomized Controlled Trial

Knowledge Gain and the Impact of Stress in a Fully Immersive Virtual Reality–Based Medical Emergencies Training With Automated Feedback: Randomized Controlled Trial

Evidence strongly supports the notion that VR increases learner motivation and improves the contextualization of the learning experience [17]. In a recent research project of ours, we explored different types of perceived stress encountered during VR-based training in medical emergencies [13].

Marco Lindner, Tobias Leutritz, Joy Backhaus, Sarah König, Tobias Mühling

J Med Internet Res 2025;27:e67412


Using Virtual Reality to Enhance Surgical Skills and Engagement in Orthopedic Education: Systematic Review and Meta-Analysis

Using Virtual Reality to Enhance Surgical Skills and Engagement in Orthopedic Education: Systematic Review and Meta-Analysis

Hence, there is still some controversy over whether VR teaching is appropriate in orthopedic education. This paper aims to explore the relationship between VR education and traditional education, as well as their interactive influences. Through meta-analysis and literature review, we will examine the advantages, challenges, and potential of VR education from multiple perspectives.

Ting Li, Jingxin Yan, Xin Gao, Hangyu Liu, Jin Li, Yuanting Shang, Xiaoyu Tang

J Med Internet Res 2025;27:e70266


Factors Influencing Virtual Reality as a Distraction Tool for Venipuncture in Children: Observational Pilot Feasibility Study

Factors Influencing Virtual Reality as a Distraction Tool for Venipuncture in Children: Observational Pilot Feasibility Study

Virtual reality (VR) is a relatively new technology that is increasingly used as a distraction tool due to its immersive nature and capacity to engage multiple senses simultaneously [1]. VR utilizes the notion that attention is finite and can be diverted from pain and discomfort and therefore serves as effective cognitive distraction [2]. VR provides immersive engagement, isolating users from the real-world environment and associated pain and anxiety [1].

Chris Worth, Leyi Yang, Catherine Fullwood, Indraneel Banerjee

JMIR Serious Games 2025;13:e66656