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<article xmlns:xlink="http://www.w3.org/1999/xlink" article-type="review-article" dtd-version="2.0">
  <front>
    <journal-meta>
      <journal-id journal-id-type="publisher-id">JMBE</journal-id>
      <journal-id journal-id-type="nlm-ta">JMIR Biomed Eng</journal-id>
      <journal-title>JMIR Biomedical Engineering</journal-title>
      <issn pub-type="epub">2561-3278</issn>
      <publisher>
        <publisher-name>JMIR Publications</publisher-name>
        <publisher-loc>Toronto, Canada</publisher-loc>
      </publisher>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="publisher-id">v4i1e15025</article-id>
      <article-id pub-id-type="pmid"/>
      <article-id pub-id-type="doi">10.2196/15025</article-id>
      <article-categories>
        <subj-group subj-group-type="heading">
          <subject>Review</subject>
        </subj-group>
        <subj-group subj-group-type="article-type">
          <subject>Review</subject>
        </subj-group>
      </article-categories>
      <title-group>
        <article-title>Immersive Virtual Reality in Health Care: Systematic Review of Technology and Disease States</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="editor">
          <name>
            <surname>Eysenbach</surname>
            <given-names>Gunther</given-names>
          </name>
        </contrib>
      </contrib-group>
      <aff id="aff1">
        <label>1</label>
        <institution>School of Information Technology and Electrical Engineering</institution>
        <institution>The University of Queensland</institution>
        <addr-line>Brisbane</addr-line>
        <country>Australia</country>
      </aff>
      <aff id="aff2">
        <label>2</label>
        <institution>Centre for Health Services Research</institution>
        <institution>The University of Queensland</institution>
        <addr-line>Brisbane</addr-line>
        <country>Australia</country>
      </aff>
      <contrib-group>
        <contrib contrib-type="reviewer">
          <name>
            <surname>Salisbury</surname>
            <given-names>Joseph</given-names>
          </name>
        </contrib>
        <contrib contrib-type="reviewer">
          <name>
            <surname>Aminbeidokhti</surname>
            <given-names>Amirhossein</given-names>
          </name>
        </contrib>
        <contrib contrib-type="reviewer">
          <name>
            <surname>Muto</surname>
            <given-names>Tomoyasu </given-names>
          </name>
        </contrib>
      </contrib-group>
      <contrib-group>
        <contrib id="contrib1" contrib-type="author" corresp="yes" equal-contrib="yes">
          <name name-style="western">
            <surname>Snoswell</surname>
            <given-names>Aaron J</given-names>
          </name>
          <degrees>BEng</degrees>
          <xref rid="aff1" ref-type="aff">1</xref>
          <address>
            <institution>School of Information Technology and Electrical Engineering</institution>
            <institution>The University of Queensland</institution>
            <addr-line>Level 4 / General Purpose South Building (Building 78)</addr-line>
            <addr-line>Brisbane, 4072</addr-line>
            <country>Australia</country>
            <phone>61 422424060</phone>
            <email>a.snoswell@uq.edu.au</email>
          </address>
          <ext-link ext-link-type="orcid">https://orcid.org/0000-0003-0960-0144</ext-link>
        </contrib>
        <contrib id="contrib2" contrib-type="author" equal-contrib="yes">
          <name name-style="western">
            <surname>Snoswell</surname>
            <given-names>Centaine L</given-names>
          </name>
          <degrees>BPharm, MPH, PhD</degrees>
          <xref rid="aff2" ref-type="aff">2</xref>
          <ext-link ext-link-type="orcid">https://orcid.org/0000-0002-4298-9369</ext-link>
        </contrib>
      </contrib-group>
      <author-notes>
        <corresp>Corresponding Author: Aaron J Snoswell <email>a.snoswell@uq.edu.au</email></corresp>
      </author-notes>
      <pub-date pub-type="collection">
        <season>Jan-Dec</season>
        <year>2019</year>
      </pub-date>
      <pub-date pub-type="epub">
        <day>26</day>
        <month>9</month>
        <year>2019</year>
      </pub-date>
      <volume>4</volume>
      <issue>1</issue>
      <elocation-id>e15025</elocation-id>
      <history>
        <date date-type="received">
          <day>15</day>
          <month>6</month>
          <year>2019</year>
        </date>
        <date date-type="rev-request">
          <day>24</day>
          <month>7</month>
          <year>2019</year>
        </date>
        <date date-type="rev-recd">
          <day>13</day>
          <month>8</month>
          <year>2019</year>
        </date>
        <date date-type="accepted">
          <day>18</day>
          <month>8</month>
          <year>2019</year>
        </date>
      </history>
      <copyright-statement>©Aaron J Snoswell, Centaine L Snoswell. Originally published in JMIR Biomedical Engineering (http://biomedeng.jmir.org), 26.09.2019</copyright-statement>
      <copyright-year>2019</copyright-year>
      <license license-type="open-access" xlink:href="https://creativecommons.org/licenses/by/4.0/">
        <p>This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Biomedical Engineering, is properly cited. The complete bibliographic information, a link to the original publication on http://biomedeng.jmir.org/, as well as this copyright and license information must be included.</p>
      </license>
      <self-uri xlink:href="https://biomedeng.jmir.org/2019/1/e15025" xlink:type="simple"/>
      <abstract>
        <sec sec-type="Background">
          <title>Background</title>
          <p>Immersive virtual reality (IVR) presents new possibilities for application in health care. Health care professionals can now immerse their patients in environments to achieve exposure to a specific scene or experience, evoke targeted emotional responses, inspire, or distract from an experience occurring in reality.</p>
        </sec>
        <sec sec-type="Objective">
          <title>Objective</title>
          <p>This review aimed to identify patient-focused applications for head-mounted IVR for acute treatment of health conditions and determine the technical specifications of the systems used.</p>
        </sec>
        <sec sec-type="Methods">
          <title>Methods</title>
          <p>A systematic review was conducted by searching medical and engineering peer-reviewed literature databases in 2018. The databases included PubMed, EMBASE, Cumulative Index to Nursing and Allied Health Literature, Association for Computing Machinery, Institute of Electrical and Electronics Engineers, Scopus, and Web of Science. Search terms relating to health and IVR were used. To be included, studies had to investigate the effectiveness of IVR for acute treatment of a specific health condition. IVR was defined as a head-mounted platform that provides virtual and auditory immersion for the participant and includes a minimum of 3 degrees of orientation tracking. Once identified, data were extracted from articles and aggregated in a narrative review format.</p>
        </sec>
        <sec sec-type="Results">
          <title>Results</title>
          <p>A total of 58 studies were conducted in 19 countries. The studies reported IVR use for 5 main clinical areas: neurological and development (n=10), pain reduction through distraction (n=20), exposure therapy for phobias (n=9), psychological applications (n=14), and others (n=5). Studies were primarily feasibility studies exploring systems and general user acceptance (n=29) and efficacy studies testing clinical effect (n=28).</p>
        </sec>
        <sec sec-type="Conclusions">
          <title>Conclusions</title>
          <p>IVR has a promising future in health care, both in research and commercial realms. As many of the studies examined are still exploring the feasibility of IVR for acute treatment of health conditions, evidence for the effectiveness of IVR is still developing.</p>
        </sec>
      </abstract>
      <kwd-group>
        <kwd>virtual reality</kwd>
        <kwd>health care</kwd>
        <kwd>telemedicine</kwd>
        <kwd>systematic review</kwd>
        <kwd>mHealth</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec sec-type="introduction">
      <title>Introduction</title>
      <p>Virtual reality (VR) has recently seen a resurgence of interest, both in the general public and academic communities. Technological improvements in processing, graphics, display, and 3D software have led to the release of several new commercially available VR systems since 2010. As a result, VR systems today cost one-sixtieth of the price, have better performance, and require less specialized hardware than systems from 20 years ago [<xref ref-type="bibr" rid="ref1">1</xref>].</p>
      <p>VR systems immerse the user in a virtual environment by completely replacing the visual environment and possibly aural sensation. The aim is to achieve a sense of <italic>presence</italic> such that the user perceives themselves as being part of the virtual environment. Key technical factors that help induce presence are accurate and stable tracking of the user’s head and possibly body motions, low-latency updating of the visual image provided to the user, a high display resolution, and a wide field of view.</p>
      <p>Although commonly used for entertainment, VR is increasingly being used for so-called <italic>serious</italic> applications. Nonimmersive VR has a long history of use in health care; however, in this study, the more recent trends of immersive virtual reality (IVR) for health-related treatment applications are reviewed. IVR presents interesting possibilities for application in health care. Health care professionals can now immerse their patients in environments to achieve exposure to a specific scene or experience [<xref ref-type="bibr" rid="ref2">2</xref>], evoke targeted emotional responses [<xref ref-type="bibr" rid="ref3">3</xref>], inspire [<xref ref-type="bibr" rid="ref4">4</xref>], or distract from an experience occurring in reality [<xref ref-type="bibr" rid="ref5">5</xref>]. Relevant previous reviews have focused on specific clinical specialties such as mental health [<xref ref-type="bibr" rid="ref6">6</xref>] or cognitive and motor rehabilitation [<xref ref-type="bibr" rid="ref7">7</xref>,<xref ref-type="bibr" rid="ref8">8</xref>]. This study aimed to summarize research across many clinical specialties. Findings are compared with those of related reviews in the Discussion section.</p>
      <p>Terminology varies across different fields and from academia to public vocabulary. In this review, IVR is defined as a VR system that provides at least 3 degrees of freedom (DOF) of head orientation tracking (ie, roll, pitch, and yaw) and uses a head-mounted display (HMD) worn by the user. Traditionally, IVR may also include projection-based virtual environments (sometimes called <italic>CAVE</italic> systems). These systems were excluded to align this review with the recent trend of commercially available low-cost head-mounted devices. In addition to head orientation tracking, IVR systems may further provide head positional tracking or hand, controller, or body tracking in conjunction with various other sensory modalities such as haptic feedback.</p>
      <p>Non-IVR systems that display a virtual environment to the user on a personal computer or mobile phone display without head tracking were excluded. Such systems have a long history of successful use in health care, most notably in psychology, with several reviews available [<xref ref-type="bibr" rid="ref9">9</xref>-<xref ref-type="bibr" rid="ref12">12</xref>]. Finally, this review did not focus on nontreatment applications of VR in health care such as for training.</p>
      <p>The primary research question addressed by this review is as follows: what are the patient-focused applications for IVR in health research? This review examines the technical specifications of the systems being used and collates the health conditions being targeted.</p>
    </sec>
    <sec sec-type="methods">
      <title>Methods</title>
      <sec>
        <title>Search Strategy</title>
        <p>This review follows the methods described in a published protocol (PROSPERO 2018 CRD42018105512) [<xref ref-type="bibr" rid="ref13">13</xref>]. Articles were included if they were published after 2010 when low cost IVR technology became commercially available. Only full-text journal articles available in English were included.</p>
        <p>Search terms with appropriate amendments (dependent on medical subject headings) were used to search PubMed, EMBASE, Cumulative Index to Nursing and Allied Health Literature, Association for Computing Machinery, Institute of Electrical and Electronics Engineers, Scopus, and Web of Science for articles. ProQuest Global was additionally searched for theses. Search terms were (health OR rehabilitation OR telere* OR “digital health” OR ehealth OR “virtual care” OR telemedicine OR telehealth) and (“virtual environment” OR “artificial environment” OR “virtual reality”) not (surge*). Where possible, results were filtered to human-focused studies.</p>
      </sec>
      <sec>
        <title>Article Selection</title>
        <p>After duplicates were removed, titles and abstracts were screened for eligibility. The remaining articles were then read in full to confirm eligibility. Owing to the volume of articles returned, rehabilitation applications of IVR were excluded during the abstract and full-text review.</p>
        <p>Studies were included if they related to any population receiving acute disease––specific treatment using IVR. Studies were excluded if they described training for health professionals in IVR (generally surgery education), non–earth-based applications (ie, focused, on space exploration), nonacute treatment applications such as rehabilitation, only described a system or hypothetical system without pilot or efficacy results, or were general well-being IVR systems for nondescript clinical purposes such as mood elevation or incentivizing exercise.</p>
        <p>The primary search was conducted by one researcher (CS). Abstracts were reviewed by two researchers (CS and AS), with any disagreement discussed to reach consensus.</p>
      </sec>
      <sec>
        <title>Data Extraction and Analysis</title>
        <p>The data extracted included study type (efficacy or feasibility), IVR system, and condition and treatment purpose. Meta-analysis was not completed on the selected studies because of the large variation in identified studies.</p>
      </sec>
    </sec>
    <sec sec-type="results">
      <title>Results</title>
      <sec>
        <title>Study Selection</title>
        <p><xref rid="figure1" ref-type="fig">Figure 1</xref> shows the article selection process and lists the exclusion criteria. The study extraction and selected results are listed in <xref ref-type="table" rid="table1">Tables 1</xref>-<xref ref-type="table" rid="table5">5</xref>.</p>
        <fig id="figure1" position="float">
          <caption>
            <p>Article selection process. IVR: immersive virtual reality.</p>
          </caption>
          <graphic xlink:href="biomedeng_v4i1e15025_fig1.png" alt-version="no" position="float" xlink:type="simple"/>
        </fig>
        <p>A total of 58 studies were conducted in 19 countries. The studies reported IVR use for 5 main clinical areas: neurological and development (n=10), pain reduction through distraction (n=20), exposure therapy for phobias (n=9), other psychological applications (n=14), and other applications (n=5). Studies were categorized into 3 types: feasibility studies looking at the system and general user acceptance (n=29), efficacy studies testing clinical effect (n=28), and economic analysis (n=1).</p>
      </sec>
      <sec>
        <title>What Are the Patient-Focused Applications for Immersive Virtual Reality in Health Research?</title>
        <sec>
          <title>Neurological and Development</title>
          <p>Ten articles reported that IVR was used for social attention training in children and adults with autism spectrum disorder [<xref ref-type="bibr" rid="ref14">14</xref>-<xref ref-type="bibr" rid="ref16">16</xref>]. Owing to the immersive nature of the environment, the individual’s attention can be directed in training scenarios [<xref ref-type="bibr" rid="ref14">14</xref>]. Environments were designed to immerse patients in general social situations [<xref ref-type="bibr" rid="ref14">14</xref>,<xref ref-type="bibr" rid="ref17">17</xref>,<xref ref-type="bibr" rid="ref18">18</xref>] or prepare them for specific social situation such as public bus rides [<xref ref-type="bibr" rid="ref15">15</xref>]. IVR was used to achieve similar goals for children with intellectual development disabilities [<xref ref-type="bibr" rid="ref19">19</xref>] and neurodevelopmental disorders [<xref ref-type="bibr" rid="ref20">20</xref>].</p>
          <p>IVR was also used to assist with the treatment of memory and cognitive functioning decline for individuals who had experienced a stroke or Alzheimer disease [<xref ref-type="bibr" rid="ref21">21</xref>]. These IVR systems enabled individuals to practice undertaking everyday tasks in a simulated environment such as shopping for multiple items [<xref ref-type="bibr" rid="ref21">21</xref>] or navigating a building structure [<xref ref-type="bibr" rid="ref22">22</xref>].</p>
          <p>Alternatively, IVR was used as a method of cognitive stimulation for patients in a hospital intensive care unit [<xref ref-type="bibr" rid="ref23">23</xref>]. As these individuals were unable to leave their hospital environment, IVR created an opportunity for them to experience alternate environments to assist with cognitive stimulation [<xref ref-type="bibr" rid="ref23">23</xref>]. See <xref ref-type="table" rid="table1">Table 1</xref> for an overview.</p>
          <table-wrap position="float" id="table1">
            <label>Table 1</label>
            <caption>
              <p>Included studies: neurological and development.</p>
            </caption>
            <table width="1000" cellpadding="5" cellspacing="0" border="1" rules="groups" frame="hsides">
              <col width="200"/>
              <col width="150"/>
              <col width="150"/>
              <col width="250"/>
              <col width="100"/>
              <col width="150"/>
              <thead>
                <tr valign="top">
                  <td>Author, year (country)</td>
                  <td>Immersive virtual reality system</td>
                  <td>Article type</td>
                  <td>Condition and treatment purpose</td>
                  <td>Number of participants</td>
                  <td>Reported participant age (years)</td>
                </tr>
              </thead>
              <tbody>
                <tr valign="top">
                  <td>Gerber et al, 2017 (Switzerland) [<xref ref-type="bibr" rid="ref23">23</xref>]</td>
                  <td>Oculus Developer Kit 2</td>
                  <td>Efficacy</td>
                  <td>Cognitive stimulation for patients in the intensive care unit</td>
                  <td>37</td>
                  <td>20-85</td>
                </tr>
                <tr valign="top">
                  <td>Amaral et al, 2017 (Portugal) [<xref ref-type="bibr" rid="ref14">14</xref>]</td>
                  <td>Oculus Developer Kit 2</td>
                  <td>Feasibility</td>
                  <td>Social ability in autism spectrum disorder</td>
                  <td>17</td>
                  <td>15-26</td>
                </tr>
                <tr valign="top">
                  <td>Bernardes et al, 2015 (Portugal) [<xref ref-type="bibr" rid="ref15">15</xref>]</td>
                  <td>Not stated</td>
                  <td>Feasibility</td>
                  <td>Social ability in autism spectrum disorder</td>
                  <td>5</td>
                  <td>32.2 (4)<sup>a</sup></td>
                </tr>
                <tr valign="top">
                  <td>Fitzgerald et al, 2018 (Australia) [<xref ref-type="bibr" rid="ref16">16</xref>]</td>
                  <td>Oculus Commercial Version 1</td>
                  <td>Feasibility</td>
                  <td>Increased learning in autism spectrum disorder</td>
                  <td>2</td>
                  <td>25-35</td>
                </tr>
                <tr valign="top">
                  <td>Gelsomini et al, 2016 (Italy) [<xref ref-type="bibr" rid="ref19">19</xref>]</td>
                  <td>Google Cardboard</td>
                  <td>Feasibility</td>
                  <td>Learn behavioral skills for individuals with intellectual development disabilities</td>
                  <td>5</td>
                  <td>Children<sup>b</sup></td>
                </tr>
                <tr valign="top">
                  <td>Gelsomini et al 2016 (Italy) [<xref ref-type="bibr" rid="ref20">20</xref>]</td>
                  <td>Google Cardboard</td>
                  <td>Feasibility</td>
                  <td>Functional improvement for individuals with neurodevelopment disorders</td>
                  <td>10</td>
                  <td>6-10</td>
                </tr>
                <tr valign="top">
                  <td>Liu et al, 2018 (China) [<xref ref-type="bibr" rid="ref17">17</xref>]</td>
                  <td>HTC Vive</td>
                  <td>Feasibility</td>
                  <td>Social interaction in autism spectrum disorder</td>
                  <td>4</td>
                  <td>5-7</td>
                </tr>
                <tr valign="top">
                  <td>Shahab et al, 2018 (Iran) [<xref ref-type="bibr" rid="ref18">18</xref>]</td>
                  <td>HTC Vive</td>
                  <td>Feasibility</td>
                  <td>Game therapy for autism spectrum disorder</td>
                  <td>14</td>
                  <td>Children<sup>b</sup></td>
                </tr>
                <tr valign="top">
                  <td>White et al, 2016 (Canada) [<xref ref-type="bibr" rid="ref22">22</xref>]</td>
                  <td>Oculus Developer Kit 2</td>
                  <td>Feasibility</td>
                  <td>Cognitive changes in Alzheimer disease</td>
                  <td>1</td>
                  <td>74</td>
                </tr>
                <tr valign="top">
                  <td>Gamito et al, 2017 (Portugal) [<xref ref-type="bibr" rid="ref21">21</xref>]</td>
                  <td>eMagin Z800</td>
                  <td>Efficacy</td>
                  <td>Attention and memory after stroke</td>
                  <td>29</td>
                  <td>55 (14)<sup>a</sup></td>
                </tr>
              </tbody>
            </table>
            <table-wrap-foot>
              <fn id="table1fn1">
                <p><sup>a</sup>Mean (SD).</p>
              </fn>
              <fn id="table1fn2">
                <p><sup>b</sup>Direct quote from article, specific ages for participant/s not reported.</p>
              </fn>
            </table-wrap-foot>
          </table-wrap>
        </sec>
        <sec>
          <title>Pain Reduction Through Distraction</title>
          <p>In this study, 20 articles reported that IVR was used for patients experiencing pain to distract them by providing alternate sensory input and to treat pain in specific populations with neck pain and phantom limb pain (<xref ref-type="table" rid="table2">Table 2</xref>).</p>
          <table-wrap position="float" id="table2">
            <label>Table 2</label>
            <caption>
              <p>Included studies: pain reduction through distraction.</p>
            </caption>
            <table width="1000" cellpadding="5" cellspacing="0" border="1" rules="groups" frame="hsides">
              <col width="250"/>
              <col width="150"/>
              <col width="100"/>
              <col width="250"/>
              <col width="100"/>
              <col width="150"/>
              <thead>
                <tr valign="top">
                  <td>Author, year (country)</td>
                  <td>Immersive virtual reality system</td>
                  <td>Article type</td>
                  <td>Condition and treatment purpose</td>
                  <td>Number of participants</td>
                  <td>Reported participant age (years)</td>
                </tr>
              </thead>
              <tbody>
                <tr valign="top">
                  <td>Mosadeghi et al, 2016 (USA) [<xref ref-type="bibr" rid="ref24">24</xref>]</td>
                  <td>Samsung Gear VR</td>
                  <td>Feasibility</td>
                  <td>Hospitalized patients</td>
                  <td>30</td>
                  <td>49.1 (17)<sup>a</sup></td>
                </tr>
                <tr valign="top">
                  <td>Delshad et al, 2018 (USA) [<xref ref-type="bibr" rid="ref25">25</xref>]</td>
                  <td>Samsung Gear VR</td>
                  <td>Economic analysis</td>
                  <td>Hospital patients</td>
                  <td>Not applicable</td>
                  <td>Not reported</td>
                </tr>
                <tr valign="top">
                  <td>Tashjian et al, 2017 (USA) [<xref ref-type="bibr" rid="ref26">26</xref>]</td>
                  <td>Samsung Gear VR</td>
                  <td>Efficacy</td>
                  <td>Hospitalized patients</td>
                  <td>100</td>
                  <td>54.5 (18)</td>
                </tr>
                <tr valign="top">
                  <td>Ambron et al, 2018 (USA) [<xref ref-type="bibr" rid="ref27">27</xref>]</td>
                  <td>Oculus Developer Kit 2</td>
                  <td>Feasibility</td>
                  <td>Phantom limb pain</td>
                  <td>2</td>
                  <td>Middle aged to late-middle-aged<sup>b</sup></td>
                </tr>
                <tr valign="top">
                  <td>Amin et al, 2017 (Canada) [<xref ref-type="bibr" rid="ref5">5</xref>]</td>
                  <td>Google Cardboard and Oculus Developer Kit 2</td>
                  <td>Efficacy</td>
                  <td>Chronic pain</td>
                  <td>30</td>
                  <td>23-68</td>
                </tr>
                <tr valign="top">
                  <td>Birnie et al, 2018 (Canada) [<xref ref-type="bibr" rid="ref28">28</xref>]</td>
                  <td>Samsung Gear VR</td>
                  <td>Feasibility</td>
                  <td>Pediatric cancer</td>
                  <td>17</td>
                  <td>8-18</td>
                </tr>
                <tr valign="top">
                  <td>Ebrahimi et al, 2017 (Iran) [<xref ref-type="bibr" rid="ref29">29</xref>]</td>
                  <td>Not reported</td>
                  <td>Efficacy</td>
                  <td>Dressing changes for burns patients</td>
                  <td>60</td>
                  <td>24-40</td>
                </tr>
                <tr valign="top">
                  <td>Faber et al, 2013 (USA) [<xref ref-type="bibr" rid="ref30">30</xref>]</td>
                  <td>Cybermind HiRes900</td>
                  <td>Efficacy</td>
                  <td>Burns patients</td>
                  <td>36</td>
                  <td>8-57</td>
                </tr>
                <tr valign="top">
                  <td>Ford et al, 2018 (USA) [<xref ref-type="bibr" rid="ref31">31</xref>]</td>
                  <td>Sunnypeak<sup>c</sup></td>
                  <td>Feasibility</td>
                  <td>Burns patients</td>
                  <td>10</td>
                  <td>30-69</td>
                </tr>
                <tr valign="top">
                  <td>Garrett et al, 2017 (Canada) [<xref ref-type="bibr" rid="ref32">32</xref>]</td>
                  <td>Oculus Developer Kit 2</td>
                  <td>Feasibility</td>
                  <td>Chronic pain</td>
                  <td>8</td>
                  <td>31-71</td>
                </tr>
                <tr valign="top">
                  <td>Gold et al, 2018 (USA) [<xref ref-type="bibr" rid="ref33">33</xref>]</td>
                  <td>AppliedVR and Samsung Gear VR or Google MergeVR</td>
                  <td>Efficacy</td>
                  <td>Phlebotomy</td>
                  <td>143</td>
                  <td>15.4 (3)<sup>a</sup></td>
                </tr>
                <tr valign="top">
                  <td>Henriksen et al, 2017 (France) [<xref ref-type="bibr" rid="ref34">34</xref>]</td>
                  <td>Oculus Developer Kit 2</td>
                  <td>Feasibility</td>
                  <td>Phantom limb pain</td>
                  <td>3</td>
                  <td>45-60</td>
                </tr>
                <tr valign="top">
                  <td>Hoffman et al, 2014 (USA) [<xref ref-type="bibr" rid="ref1">1</xref>]</td>
                  <td>Oculus Commercial Version 1</td>
                  <td>Feasibility</td>
                  <td>Skin stretching therapy for burns patients</td>
                  <td>1</td>
                  <td>11</td>
                </tr>
                <tr valign="top">
                  <td>Jeffs et al, 2014 (USA) [<xref ref-type="bibr" rid="ref35">35</xref>]</td>
                  <td>Kaiser Optics SR80a</td>
                  <td>Efficacy</td>
                  <td>Dressing changes for burns patients</td>
                  <td>28</td>
                  <td>10-17</td>
                </tr>
                <tr valign="top">
                  <td>Nielsen et al, 2017 (Denmark) [<xref ref-type="bibr" rid="ref36">36</xref>]</td>
                  <td>HTC Vive</td>
                  <td>Feasibility</td>
                  <td>Phantom limb pain</td>
                  <td>8</td>
                  <td>21-27</td>
                </tr>
                <tr valign="top">
                  <td>Osumi et al, 2017 (Japan) [<xref ref-type="bibr" rid="ref37">37</xref>]</td>
                  <td>Oculus Developer Kit 2</td>
                  <td>Feasibility</td>
                  <td>Phantom limb pain</td>
                  <td>8</td>
                  <td>43-64</td>
                </tr>
                <tr valign="top">
                  <td>Bahat et al, 2015 (Australia) [<xref ref-type="bibr" rid="ref38">38</xref>]</td>
                  <td>Vuzix Wrap 1200VR</td>
                  <td>Feasibility</td>
                  <td>Chronic pain and movement</td>
                  <td>32</td>
                  <td>40.6 (14)<sup>a</sup></td>
                </tr>
                <tr valign="top">
                  <td>Bahat et al, 2018 (Australia) [<xref ref-type="bibr" rid="ref39">39</xref>]</td>
                  <td>Oculus Developer Kit 1</td>
                  <td>Efficacy</td>
                  <td>Chronic pain and movement</td>
                  <td>90</td>
                  <td>38.5, 57.5<sup>d</sup></td>
                </tr>
                <tr valign="top">
                  <td>Scapin et al, 2017 (Brazil) [<xref ref-type="bibr" rid="ref40">40</xref>]</td>
                  <td>Samsung Gear VR</td>
                  <td>Feasibility</td>
                  <td>Burns patients</td>
                  <td>2</td>
                  <td>8-9</td>
                </tr>
                <tr valign="top">
                  <td>Tanja-Dijkstra et al, 2014 (UK) [<xref ref-type="bibr" rid="ref41">41</xref>]</td>
                  <td>Vuzix iWear VR920</td>
                  <td>Efficacy</td>
                  <td>Dental anxiety related to pain</td>
                  <td>69</td>
                  <td>33.1 (13)<sup>a</sup></td>
                </tr>
              </tbody>
            </table>
            <table-wrap-foot>
              <fn id="table2fn1">
                <p><sup>a</sup>Mean (SD).</p>
              </fn>
              <fn id="table2fn2">
                <p><sup>b</sup>Direct quote from article, specific ages for participant/s not reported.</p>
              </fn>
              <fn id="table2fn3">
                <p><sup>c</sup>These systems are low-cost phone-based head-mounted displays that are not widely commercially available.</p>
              </fn>
              <fn id="table2fn4">
                <p><sup>d</sup>Quartile 1, quartile 3.</p>
              </fn>
            </table-wrap-foot>
          </table-wrap>
        </sec>
        <sec>
          <title>Distraction</title>
          <p>IVR was used to provide patients with sensory information unrelated to their current situation or condition, the immersive nature of the virtual environments being a key factor in this application. Distraction through modified sensory input showed a reduction in pain sensations [<xref ref-type="bibr" rid="ref5">5</xref>,<xref ref-type="bibr" rid="ref24">24</xref>,<xref ref-type="bibr" rid="ref26">26</xref>,<xref ref-type="bibr" rid="ref32">32</xref>] and has been used to assist with painful procedures or exercises such as phlebotomy [<xref ref-type="bibr" rid="ref28">28</xref>,<xref ref-type="bibr" rid="ref33">33</xref>], dental appointments [<xref ref-type="bibr" rid="ref41">41</xref>], dressing changes [<xref ref-type="bibr" rid="ref29">29</xref>-<xref ref-type="bibr" rid="ref31">31</xref>,<xref ref-type="bibr" rid="ref35">35</xref>,<xref ref-type="bibr" rid="ref40">40</xref>], and movement therapy for burns patients [<xref ref-type="bibr" rid="ref1">1</xref>]. IVR has been used in both pediatric and adult populations for this purpose, in the hospital, clinic, and home settings [<xref ref-type="bibr" rid="ref29">29</xref>-<xref ref-type="bibr" rid="ref31">31</xref>,<xref ref-type="bibr" rid="ref35">35</xref>,<xref ref-type="bibr" rid="ref40">40</xref>].</p>
        </sec>
        <sec>
          <title>Treatment</title>
          <p>Studies were identified where IVR was used to replicate the treatment method Mirror Box Therapy, where patients use a mirror to create the illusion of an amputated limb still being present [<xref ref-type="bibr" rid="ref36">36</xref>]. IVR represents a format in which amputated limbs can be simulated and used to complete gamified tasks [<xref ref-type="bibr" rid="ref27">27</xref>,<xref ref-type="bibr" rid="ref34">34</xref>,<xref ref-type="bibr" rid="ref36">36</xref>,<xref ref-type="bibr" rid="ref37">37</xref>]. IVR was also used to optimize the accuracy with which patients executed neck movement exercises to increase their range of motion and reduce their neck pain symptoms [<xref ref-type="bibr" rid="ref38">38</xref>,<xref ref-type="bibr" rid="ref39">39</xref>].</p>
        </sec>
        <sec>
          <title>Exposure Therapy for Phobias</title>
          <p>Overall, 9 articles reported that IVR has been harnessed to treat phobias, used as a method of either self-guided [<xref ref-type="bibr" rid="ref42">42</xref>-<xref ref-type="bibr" rid="ref44">44</xref>] or clinician-led [<xref ref-type="bibr" rid="ref2">2</xref>,<xref ref-type="bibr" rid="ref45">45</xref>,<xref ref-type="bibr" rid="ref46">46</xref>] exposure therapy for patients (<xref ref-type="table" rid="table3">Table 3</xref>). Phobias included social phobia [<xref ref-type="bibr" rid="ref2">2</xref>,<xref ref-type="bibr" rid="ref42">42</xref>] (social anxiety disorder [SAD]), acrophobia [<xref ref-type="bibr" rid="ref43">43</xref>,<xref ref-type="bibr" rid="ref46">46</xref>] (fear of heights), agoraphobia [<xref ref-type="bibr" rid="ref44">44</xref>,<xref ref-type="bibr" rid="ref45">45</xref>] (fear of entering open or crowded places), aviophobia [<xref ref-type="bibr" rid="ref47">47</xref>] (fear of flying), arachnophobia [<xref ref-type="bibr" rid="ref3">3</xref>] (fear of spiders), and claustrophobia [<xref ref-type="bibr" rid="ref48">48</xref>] (fear of confined spaces). Many of the IVR environments or activities were personalized for the specific patient, highlighting the benefit of using technology such as IVR for exposure therapy [<xref ref-type="bibr" rid="ref2">2</xref>,<xref ref-type="bibr" rid="ref3">3</xref>,<xref ref-type="bibr" rid="ref49">49</xref>,<xref ref-type="bibr" rid="ref42">42</xref>,<xref ref-type="bibr" rid="ref44">44</xref>-<xref ref-type="bibr" rid="ref45">45</xref>,<xref ref-type="bibr" rid="ref46">46</xref>].</p>
          <table-wrap position="float" id="table3">
            <label>Table 3</label>
            <caption>
              <p>Included studies: exposure therapy for phobias.</p>
            </caption>
            <table width="1000" cellpadding="5" cellspacing="0" border="1" rules="groups" frame="hsides">
              <col width="250"/>
              <col width="150"/>
              <col width="100"/>
              <col width="250"/>
              <col width="100"/>
              <col width="150"/>
              <thead>
                <tr valign="top">
                  <td>Author, year (country)</td>
                  <td>Immersive virtual reality system</td>
                  <td>Article type</td>
                  <td>Condition and treatment purpose</td>
                  <td>Number of participants</td>
                  <td>Reported participant age (years)</td>
                </tr>
              </thead>
              <tbody>
                <tr valign="top">
                  <td>Bouchard et al, 2017 (Canada) [<xref ref-type="bibr" rid="ref2">2</xref>]</td>
                  <td>eMagin Z800</td>
                  <td>Efficacy</td>
                  <td>Social phobia (SAD<sup>a</sup>)</td>
                  <td>59</td>
                  <td>34.5 (12)<sup>b</sup></td>
                </tr>
                <tr valign="top">
                  <td>Freeman et al, 2018 (UK) [<xref ref-type="bibr" rid="ref49">49</xref>]</td>
                  <td>HTC Vive</td>
                  <td>Efficacy</td>
                  <td>Acrophobia (fear of heights)</td>
                  <td>100</td>
                  <td>30-53</td>
                </tr>
                <tr valign="top">
                  <td>Hartanto et al, 2016 (Netherlands) [<xref ref-type="bibr" rid="ref42">42</xref>]</td>
                  <td>Custom</td>
                  <td>Feasibility</td>
                  <td>Social phobia (SAD<sup>a</sup>)</td>
                  <td>5</td>
                  <td>38-64</td>
                </tr>
                <tr valign="top">
                  <td>Hong et al, 2017 (Korea) [<xref ref-type="bibr" rid="ref43">43</xref>]</td>
                  <td>Samsung Gear VR</td>
                  <td>Efficacy</td>
                  <td>Acrophobia (fear of heights)</td>
                  <td>48</td>
                  <td>23.2 (2)<sup>b</sup></td>
                </tr>
                <tr valign="top">
                  <td>Malbos et al, 2013 (Australia) [<xref ref-type="bibr" rid="ref44">44</xref>]</td>
                  <td>Virtual Realities HMD42</td>
                  <td>Efficacy</td>
                  <td>Agoraphobia</td>
                  <td>18</td>
                  <td>24-72</td>
                </tr>
                <tr valign="top">
                  <td>Maples-Keller et al, 2017 (USA) [<xref ref-type="bibr" rid="ref47">47</xref>]</td>
                  <td>eMagin Z800</td>
                  <td>Efficacy</td>
                  <td>Aviophobia (fear of flying)</td>
                  <td>89</td>
                  <td>21-67</td>
                </tr>
                <tr valign="top">
                  <td>Meyerbroeker et al, 2013 (Netherlands) [<xref ref-type="bibr" rid="ref45">45</xref>]</td>
                  <td>WorldViz Vizard 3.0</td>
                  <td>Efficacy</td>
                  <td>Agoraphobia</td>
                  <td>55</td>
                  <td>18-65</td>
                </tr>
                <tr valign="top">
                  <td>Shiban et al, 2015 (Germany) [<xref ref-type="bibr" rid="ref3">3</xref>]</td>
                  <td>eMagin Z800</td>
                  <td>Efficacy</td>
                  <td>Arachnophobia</td>
                  <td>41</td>
                  <td>18-60</td>
                </tr>
                <tr valign="top">
                  <td>Shiban et al, 2016 (Germany) [<xref ref-type="bibr" rid="ref48">48</xref>]</td>
                  <td>eMagin Z800</td>
                  <td>Efficacy</td>
                  <td>Claustrophobia</td>
                  <td>48</td>
                  <td>18-65</td>
                </tr>
              </tbody>
            </table>
            <table-wrap-foot>
              <fn id="table3fn1">
                <p><sup>a</sup>Social anxiety disorder.</p>
              </fn>
              <fn id="table3fn2">
                <p><sup>b</sup>Mean (SD).</p>
              </fn>
            </table-wrap-foot>
          </table-wrap>
        </sec>
        <sec>
          <title>Other Psychological Applications</title>
          <p>Overall, 14 articles reported other psychological application for IVR (<xref ref-type="table" rid="table4">Table 4</xref>), including self-management in depression [<xref ref-type="bibr" rid="ref50">50</xref>,<xref ref-type="bibr" rid="ref51">51</xref>], exposure therapy for posttraumatic stress disorder (PTSD) [<xref ref-type="bibr" rid="ref52">52</xref>-<xref ref-type="bibr" rid="ref54">54</xref>], reducing delusions and hallucinations [<xref ref-type="bibr" rid="ref4">4</xref>,<xref ref-type="bibr" rid="ref46">46</xref>,<xref ref-type="bibr" rid="ref55">55</xref>,<xref ref-type="bibr" rid="ref56">56</xref>], improving unhealthy eating habits [<xref ref-type="bibr" rid="ref57">57</xref>-<xref ref-type="bibr" rid="ref60">60</xref>], and reducing attention deficits in schizophrenia [<xref ref-type="bibr" rid="ref61">61</xref>].</p>
          <table-wrap position="float" id="table4">
            <label>Table 4</label>
            <caption>
              <p>Included studies: other psychological applications.</p>
            </caption>
            <table width="1000" cellpadding="5" cellspacing="0" border="1" rules="groups" frame="hsides">
              <col width="250"/>
              <col width="150"/>
              <col width="100"/>
              <col width="250"/>
              <col width="100"/>
              <col width="150"/>
              <thead>
                <tr valign="top">
                  <td>Author, year (country)</td>
                  <td>Immersive virtual reality system</td>
                  <td>Article type</td>
                  <td>Condition and treatment purpose</td>
                  <td>Number of participants</td>
                  <td>Reported participant age (years)</td>
                </tr>
              </thead>
              <tbody>
                <tr valign="top">
                  <td>Atherton et al, 2016 (UK) [<xref ref-type="bibr" rid="ref55">55</xref>]</td>
                  <td>nVisor SX111</td>
                  <td>Efficacy</td>
                  <td>Persecutory ideation in paranoid individuals</td>
                  <td>26</td>
                  <td>43.4 (16)<sup>a</sup></td>
                </tr>
                <tr valign="top">
                  <td>Cai et al, 2017 (China) [<xref ref-type="bibr" rid="ref50">50</xref>]</td>
                  <td>Not reported</td>
                  <td>Feasibility</td>
                  <td>Self-guided symptom management for individuals with depression</td>
                  <td>12</td>
                  <td>20-35</td>
                </tr>
                <tr valign="top">
                  <td>Cárdenas-López et al, 2014 (Mexico) [<xref ref-type="bibr" rid="ref57">57</xref>]</td>
                  <td>Neuro-VR 2.0</td>
                  <td>Feasibility</td>
                  <td>Increased weight loss after gastric band surgery for obesity</td>
                  <td>3</td>
                  <td>32-44</td>
                </tr>
                <tr valign="top">
                  <td>Cárdenas-López et al, 2015 (Mexico) [<xref ref-type="bibr" rid="ref58">58</xref>]</td>
                  <td>Neuro-VR 2.0</td>
                  <td>Efficacy</td>
                  <td>Increased weight loss in obese individuals</td>
                  <td>24</td>
                  <td>≥18 and ≤50</td>
                </tr>
                <tr valign="top">
                  <td>Dellazizzo et al, 2018 (Canada) [<xref ref-type="bibr" rid="ref4">4</xref>]</td>
                  <td>Samsung Gear VR</td>
                  <td>Feasibility</td>
                  <td>Reduction of verbal hallucination symptoms</td>
                  <td>1</td>
                  <td>Early 50s<sup>b</sup></td>
                </tr>
                <tr valign="top">
                  <td>Dietrichkeit et al, 2018 (Germany) [<xref ref-type="bibr" rid="ref56">56</xref>]</td>
                  <td>Oculus Developer Kit 2</td>
                  <td>Feasibility</td>
                  <td>Recall accuracy for individuals who experience delusions</td>
                  <td>2</td>
                  <td>36-44</td>
                </tr>
                <tr valign="top">
                  <td>Freeman et al, 2016 (UK) [<xref ref-type="bibr" rid="ref46">46</xref>]</td>
                  <td>HTC Vive</td>
                  <td>Efficacy</td>
                  <td>Reduced safety-seeking behavior in individuals with persecutory delusions</td>
                  <td>30</td>
                  <td>40.6 (14)<sup>a</sup></td>
                </tr>
                <tr valign="top">
                  <td>Hussain et al, 2018 (USA) [<xref ref-type="bibr" rid="ref51">51</xref>]</td>
                  <td>Oculus Commercial Version 1</td>
                  <td>Feasibility</td>
                  <td>Increase in positivity generally and toward seeking help for depressed individuals</td>
                  <td>12</td>
                  <td>18-26</td>
                </tr>
                <tr valign="top">
                  <td>Keizer et al, 2016 (Netherlands) [<xref ref-type="bibr" rid="ref59">59</xref>]</td>
                  <td>Oculus Developer Kit 2</td>
                  <td>Efficacy</td>
                  <td>Body size distortion in anorexia nervosa</td>
                  <td>30</td>
                  <td>22 (4)<sup>a</sup></td>
                </tr>
                <tr valign="top">
                  <td>La Paglia et al, 2016 (Italy) [<xref ref-type="bibr" rid="ref61">61</xref>]</td>
                  <td>Neuro-VR 2.0</td>
                  <td>Efficacy</td>
                  <td>Attention deficits in schizophrenia</td>
                  <td>15</td>
                  <td>29 (12)<sup>a</sup></td>
                </tr>
                <tr valign="top">
                  <td>Marco et al, 2013 (Spain) [<xref ref-type="bibr" rid="ref60">60</xref>]</td>
                  <td>Not reported</td>
                  <td>Feasibility</td>
                  <td>Eating disorders</td>
                  <td>34</td>
                  <td>15-40</td>
                </tr>
                <tr valign="top">
                  <td>McLay et al, 2017 (USA) [<xref ref-type="bibr" rid="ref52">52</xref>]</td>
                  <td>Custom</td>
                  <td>Efficacy</td>
                  <td>Exposure therapy in posttraumatic stress disorder (PTSD)</td>
                  <td>88</td>
                  <td>33 (8)<sup>a</sup></td>
                </tr>
                <tr valign="top">
                  <td>McLay et al, 2014 (USA) [<xref ref-type="bibr" rid="ref53">53</xref>]</td>
                  <td>Custom</td>
                  <td>Feasibility</td>
                  <td>Symptoms reduction in PTSD</td>
                  <td>28</td>
                  <td>25-49</td>
                </tr>
                <tr valign="top">
                  <td>Reger et al, 2016 (USA) [<xref ref-type="bibr" rid="ref54">54</xref>]</td>
                  <td>eMagin Z800</td>
                  <td>Efficacy</td>
                  <td>Exposure therapy for PTSD</td>
                  <td>162</td>
                  <td>29.5 (6)<sup>a</sup></td>
                </tr>
              </tbody>
            </table>
            <table-wrap-foot>
              <fn id="table4fn1">
                <p><sup>a</sup>Mean (SD).</p>
              </fn>
              <fn id="table4fn2">
                <p><sup>b</sup>Direct quote from article, specific ages for participant/s not reported.</p>
              </fn>
            </table-wrap-foot>
          </table-wrap>
        </sec>
        <sec>
          <title>Depression</title>
          <p>Both depression-focused studies described self-administered VR therapy that could be used at home. In one case, a preprogrammed virtual avatar prompted individuals to share their experiences with depression with the aim of increasing self-help behaviors [<xref ref-type="bibr" rid="ref51">51</xref>]. A second application featured integrated neurofeedback for self-management of symptoms at home through interaction with preprogrammed environments [<xref ref-type="bibr" rid="ref41">41</xref>].</p>
        </sec>
        <sec>
          <title>Posttraumatic Stress Disorder</title>
          <p>IVR was used in two studies to improve the immersion of the experience for exposure therapy in PTSD treatments [<xref ref-type="bibr" rid="ref52">52</xref>-<xref ref-type="bibr" rid="ref54">54</xref>]. Exposure therapy using VR is well documented in the literature; however, only two studies were identified as immersive for this review.</p>
        </sec>
        <sec>
          <title>Delusions and Hallucinations</title>
          <p>IVR for persecutory delusions allowed patients to be immersed in social environments with progressively more avatars present, which enabled a safe situation to practice being in a social environment [<xref ref-type="bibr" rid="ref46">46</xref>]. Another IVR experience used virtual immersive social environments to build self-confidence as a mechanism to combat paranoia and persecutory delusions [<xref ref-type="bibr" rid="ref55">55</xref>]. IVR was also used to ameliorate delusions related to memory recall by using IVR to experience environments and practice recalling details accurately [<xref ref-type="bibr" rid="ref56">56</xref>].</p>
          <p>A case study examined using IVR as a mechanism for therapy for individuals experiencing verbal hallucinations. Using an avatar created in IVR, a therapist was able to virtually embody the persona of the verbal hallucination, allowing the patient a new mechanism of interactive therapy, which showed promising results [<xref ref-type="bibr" rid="ref4">4</xref>].</p>
        </sec>
        <sec>
          <title>Unhealthy Eating Habits</title>
          <p>Overall, 4 papers described the results of studies using IVR to assist with acute unhealthy eating habits, including obesity, anorexia nervosa, and general eating disorders [<xref ref-type="bibr" rid="ref57">57</xref>-<xref ref-type="bibr" rid="ref60">60</xref>]. In all 4 studies, IVR was used to create a full-body illusion aimed at correcting inaccurate patient perceptions of themselves as a supplement to cognitive behavioral therapy [<xref ref-type="bibr" rid="ref57">57</xref>-<xref ref-type="bibr" rid="ref60">60</xref>].</p>
        </sec>
        <sec>
          <title>Schizophrenia</title>
          <p>Individuals living with schizophrenia received IVR-based cognitive behavioral therapy to undertake attention training tasks [<xref ref-type="bibr" rid="ref61">61</xref>].</p>
        </sec>
        <sec>
          <title>Other Applications</title>
          <p>A total of 5 articles were identified where IVR was being used for patient-focused clinical application that did not specifically align with the other categories identified (<xref ref-type="table" rid="table5">Table 5</xref>). These articles demonstrated the use of IVR for vestibular conditions [<xref ref-type="bibr" rid="ref62">62</xref>,<xref ref-type="bibr" rid="ref63">63</xref>], tinnitus [<xref ref-type="bibr" rid="ref64">64</xref>], multiple sclerosis [<xref ref-type="bibr" rid="ref65">65</xref>], and balance control for fetal alcohol spectrum disorder (FASD) [<xref ref-type="bibr" rid="ref66">66</xref>]. Of 3 studies, 2 reported using IVR to optimize patient execution of exercises to reduce vestibular conditions [<xref ref-type="bibr" rid="ref62">62</xref>,<xref ref-type="bibr" rid="ref63">63</xref>], including vestibular hypofunction and benign paroxysmal positional vertigo. IVR was also used to assist with specialist clinician-guided tinnitus treatment, in place of cognitive behavioral therapy [<xref ref-type="bibr" rid="ref64">64</xref>]. Multiple sclerosis patients walked on a treadmill with sensors at their feet and used IVR to improve their gait while avoiding or stepping over virtual obstacles [<xref ref-type="bibr" rid="ref65">65</xref>]. Children with FASD used IVR to enhance task-specific balance practice exercises, improving their overall balance control [<xref ref-type="bibr" rid="ref66">66</xref>].</p>
          <table-wrap position="float" id="table5">
            <label>Table 5</label>
            <caption>
              <p>Included studies: other applications.</p>
            </caption>
            <table width="1000" cellpadding="5" cellspacing="0" border="1" rules="groups" frame="hsides">
              <col width="250"/>
              <col width="150"/>
              <col width="100"/>
              <col width="250"/>
              <col width="100"/>
              <col width="150"/>
              <thead>
                <tr valign="top">
                  <td>Author, year (country)</td>
                  <td>Immersive virtual reality system</td>
                  <td>Article type</td>
                  <td>Condition and treatment purpose</td>
                  <td>Number of participants</td>
                  <td>Reported participant age (years)</td>
                </tr>
              </thead>
              <tbody>
                <tr valign="top">
                  <td>Malinvaud et al, 2016 (France) [<xref ref-type="bibr" rid="ref64">64</xref>]</td>
                  <td>Not reported</td>
                  <td>Efficacy</td>
                  <td>Reduced tinnitus symptoms</td>
                  <td>148</td>
                  <td>52.5 (13)<sup>a</sup></td>
                </tr>
                <tr valign="top">
                  <td>Micarelli et al, 2017 (Italy) [<xref ref-type="bibr" rid="ref62">62</xref>]</td>
                  <td>Revelation<sup>b</sup></td>
                  <td>Efficacy</td>
                  <td>Vestibulo-ocular reflex gain in vestibular hypofunction</td>
                  <td>51</td>
                  <td>50.5 (9)<sup>a</sup></td>
                </tr>
                <tr valign="top">
                  <td>Peruzzi et al, 2016 (Italy) [<xref ref-type="bibr" rid="ref65">65</xref>]</td>
                  <td>eMagin Z800</td>
                  <td>Feasibility</td>
                  <td>Gait improvement in multiple sclerosis patients</td>
                  <td>8</td>
                  <td>34-60</td>
                </tr>
                <tr valign="top">
                  <td>Tabanfar et al, 2018 (Canada) [<xref ref-type="bibr" rid="ref63">63</xref>]</td>
                  <td>HooToo<sup>b</sup></td>
                  <td>Efficacy</td>
                  <td>Epley treatment for paroxysmal positional vertigo</td>
                  <td>20</td>
                  <td>26.4 (7)<sup>a</sup></td>
                </tr>
                <tr valign="top">
                  <td>McCoy et al, 2015 (USA) [<xref ref-type="bibr" rid="ref66">66</xref>]</td>
                  <td>Custom</td>
                  <td>Feasibility</td>
                  <td>Sensorimotor balance control training for children with FASD<sup>c</sup></td>
                  <td>11</td>
                  <td>11.4 (2)<sup>a</sup></td>
                </tr>
              </tbody>
            </table>
            <table-wrap-foot>
              <fn id="table5fn1">
                <p><sup>a</sup>Mean (SD).</p>
              </fn>
              <fn id="table5fn2">
                <p><sup>b</sup>These systems are low-cost phone-based head-mounted displays that are not widely commercially available.</p>
              </fn>
              <fn id="table5fn3">
                <p><sup>c</sup>Fetal alcohol spectrum disorder.</p>
              </fn>
            </table-wrap-foot>
          </table-wrap>
        </sec>
      </sec>
      <sec>
        <title>What Are the Technical Specifications of These Systems?</title>
        <p>Systems from 58 articles were categorized into 3 groups: commercially available integrated systems, commercially available systems that use a smartphone as a display device, and custom-designed systems that are not commercially available. Of 58 articles, 5 did not provide adequate information to identify the IVR system used, however, did provide adequate photos and use language to convince the authors that IVR was used in the study [<xref ref-type="bibr" rid="ref15">15</xref>,<xref ref-type="bibr" rid="ref29">29</xref>,<xref ref-type="bibr" rid="ref50">50</xref>,<xref ref-type="bibr" rid="ref60">60</xref>,<xref ref-type="bibr" rid="ref64">64</xref>].</p>
        <p>Where a system is reported to have 0 DOF of head tracking, the referenced studies incorporated an additional head tracking system to make the VR system immersive.</p>
        <p>Some studies reported the use of IVR software that may support a variety of hardware devices. These studies were included when the authors were convinced that the reported software version supported IVR hardware as a display option. The software systems reported included NeuroVR version 2.0 (Milan, Italy) [<xref ref-type="bibr" rid="ref61">61</xref>], WorldViz Vizard version 3.0 [<xref ref-type="bibr" rid="ref45">45</xref>], and AppliedVR RelieVR [<xref ref-type="bibr" rid="ref33">33</xref>]. In addition, one study reported the use of a modified HMD that included an eye tracking device [<xref ref-type="bibr" rid="ref23">23</xref>]. Detailed technical specifications are listed in <xref ref-type="table" rid="table6">Tables 6</xref>-<xref ref-type="table" rid="table9">9</xref>.</p>
        <table-wrap position="float" id="table6">
          <label>Table 6</label>
          <caption>
            <p>Commercially available, integrated immersive virtual reality systems.</p>
          </caption>
          <table width="1000" cellpadding="5" cellspacing="0" border="1" rules="groups" frame="hsides">
            <col width="130"/>
            <col width="140"/>
            <col width="70"/>
            <col width="90"/>
            <col width="130"/>
            <col width="90"/>
            <col width="350"/>
            <thead>
              <tr valign="top">
                <td>Manufacturer</td>
                <td>System</td>
                <td>Head tracking DOF<sup>a</sup></td>
                <td>Display resolution</td>
                <td>Horizontal FOV<sup>b</sup> (degree)</td>
                <td>Number of studies</td>
                <td>References</td>
              </tr>
            </thead>
            <tbody>
              <tr valign="top">
                <td>HTC</td>
                <td>Vive</td>
                <td>6</td>
                <td>2160×1200</td>
                <td>110</td>
                <td>5</td>
                <td>Liu et al (2018) [<xref ref-type="bibr" rid="ref17">17</xref>], Shahab et al (2017) [<xref ref-type="bibr" rid="ref18">18</xref>], Nielsen et al (2017) [<xref ref-type="bibr" rid="ref36">36</xref>], Freeman et al (2016) [<xref ref-type="bibr" rid="ref49">49</xref>], and 2018 [<xref ref-type="bibr" rid="ref46">46</xref>]</td>
              </tr>
              <tr valign="top">
                <td>Oculus</td>
                <td>Rift Commercial Version 1</td>
                <td>6</td>
                <td>2160×1200</td>
                <td>110</td>
                <td>3</td>
                <td>Hoffman et al (2014) [<xref ref-type="bibr" rid="ref1">1</xref>], Fitzgerald et al (2018) [<xref ref-type="bibr" rid="ref16">16</xref>], Hussain et al (2018) [<xref ref-type="bibr" rid="ref51">51</xref>]</td>
              </tr>
              <tr valign="top">
                <td>Oculus</td>
                <td>Rift Development Kit 2</td>
                <td>6</td>
                <td>1920×1080</td>
                <td>100</td>
                <td>10</td>
                <td>Amin et al (2017) [<xref ref-type="bibr" rid="ref5">5</xref>], White et al (2016) [<xref ref-type="bibr" rid="ref22">22</xref>], Gerber et al (2017) [<xref ref-type="bibr" rid="ref23">23</xref>], Amaral et al (2017),[<xref ref-type="bibr" rid="ref14">14</xref>] Ambron et al (2018) [<xref ref-type="bibr" rid="ref27">27</xref>], Garrett et al (2017) [<xref ref-type="bibr" rid="ref32">32</xref>], Henriksen et al (2017) [<xref ref-type="bibr" rid="ref34">34</xref>], Osumi et al (2017) [<xref ref-type="bibr" rid="ref37">37</xref>], Dietrichkeit et al (2018) [<xref ref-type="bibr" rid="ref56">56</xref>], Keizer et al (2016) [<xref ref-type="bibr" rid="ref59">59</xref>]</td>
              </tr>
              <tr valign="top">
                <td>Oculus</td>
                <td>Rift Development Kit 1</td>
                <td>3</td>
                <td>1280×800</td>
                <td>110</td>
                <td>1</td>
                <td>Bahat et al (2018) [<xref ref-type="bibr" rid="ref39">39</xref>]</td>
              </tr>
              <tr valign="top">
                <td>Kaiser Optics</td>
                <td>SR80a</td>
                <td>0</td>
                <td>1280×1024</td>
                <td>80</td>
                <td>1</td>
                <td>Jeffs et al (2014) [<xref ref-type="bibr" rid="ref35">35</xref>]</td>
              </tr>
              <tr valign="top">
                <td>Cybermind</td>
                <td>HiRes900</td>
                <td>0</td>
                <td>800×600</td>
                <td>approximately 50</td>
                <td>1</td>
                <td>Faber et al (2013) [<xref ref-type="bibr" rid="ref30">30</xref>]</td>
              </tr>
              <tr valign="top">
                <td>eMagin</td>
                <td>Z800</td>
                <td>3</td>
                <td>1600×600</td>
                <td>approximately 43</td>
                <td>7</td>
                <td>Bouchard et al (2017) [<xref ref-type="bibr" rid="ref2">2</xref>], Shiban et al (2015) [<xref ref-type="bibr" rid="ref3">3</xref>], and (2016) [<xref ref-type="bibr" rid="ref21">21</xref>], Gamito et al (2017) [<xref ref-type="bibr" rid="ref47">47</xref>], Maples-Keller et al (2017) [<xref ref-type="bibr" rid="ref48">48</xref>], Reger et al (2016) [<xref ref-type="bibr" rid="ref54">54</xref>], Peruzzi et al 2016 [<xref ref-type="bibr" rid="ref65">65</xref>]</td>
              </tr>
              <tr valign="top">
                <td>Virtual Realities</td>
                <td>VR1280</td>
                <td>0</td>
                <td>1280×1024</td>
                <td>60</td>
                <td>1</td>
                <td>Atherton et al (2016) [<xref ref-type="bibr" rid="ref55">55</xref>]</td>
              </tr>
              <tr valign="top">
                <td>Virtual Realities</td>
                <td>HMD42</td>
                <td>3</td>
                <td>800×600</td>
                <td>42</td>
                <td>1</td>
                <td>Malbos et al (2013) [<xref ref-type="bibr" rid="ref44">44</xref>]</td>
              </tr>
              <tr valign="top">
                <td>nVisor</td>
                <td>SX111</td>
                <td>0</td>
                <td>1280×1024</td>
                <td>102</td>
                <td>1</td>
                <td>Atherton et al (2016) [<xref ref-type="bibr" rid="ref55">55</xref>]</td>
              </tr>
              <tr valign="top">
                <td>Vuzix</td>
                <td>Wrap 1200VR</td>
                <td>3</td>
                <td>1280×720</td>
                <td>35</td>
                <td>1</td>
                <td>Bahat et al (2015) [<xref ref-type="bibr" rid="ref38">38</xref>]</td>
              </tr>
              <tr valign="top">
                <td>Vuzix</td>
                <td>iWear VR920</td>
                <td>3</td>
                <td>1280×480</td>
                <td>32</td>
                <td>1</td>
                <td>Tanja-Dijkstra et al (2014) [<xref ref-type="bibr" rid="ref41">41</xref>]</td>
              </tr>
            </tbody>
          </table>
          <table-wrap-foot>
            <fn id="table6fn1">
              <p><sup>a</sup>DOF: degrees of freedom.</p>
            </fn>
            <fn id="table6fn2">
              <p><sup>b</sup>FOV: field of view.</p>
            </fn>
          </table-wrap-foot>
        </table-wrap>
        <table-wrap position="float" id="table7">
          <label>Table 7</label>
          <caption>
            <p>Commercially available, smartphone-based immersive virtual reality systems.</p>
          </caption>
          <table width="1000" cellpadding="5" cellspacing="0" border="1" rules="groups" frame="hsides">
            <col width="130"/>
            <col width="100"/>
            <col width="160"/>
            <col width="70"/>
            <col width="90"/>
            <col width="90"/>
            <col width="360"/>
            <thead>
              <tr valign="top">
                <td>Manufacturer</td>
                <td>System</td>
                <td>Mobile device</td>
                <td>Head tracking DOF<sup>a</sup></td>
                <td>Display resolution</td>
                <td>Number of studies</td>
                <td>References</td>
              </tr>
            </thead>
            <tbody>
              <tr valign="top">
                <td>Samsung</td>
                <td>Gear VR</td>
                <td>Samsung Note 4</td>
                <td>3</td>
                <td>2560×1440</td>
                <td>2</td>
                <td>Scapin et al (2016) [<xref ref-type="bibr" rid="ref24">24</xref>], Mosadeghi et al (2016) [<xref ref-type="bibr" rid="ref40">40</xref>]</td>
              </tr>
              <tr valign="top">
                <td>Samsung</td>
                <td>Gear VR</td>
                <td>Samsung Galaxy S7</td>
                <td>3</td>
                <td>2560×1440</td>
                <td>1</td>
                <td>Tashjian et al (2017) [<xref ref-type="bibr" rid="ref26">26</xref>]</td>
              </tr>
              <tr valign="top">
                <td>Samsung</td>
                <td>Gear VR</td>
                <td>Samsung Galaxy S6</td>
                <td>3</td>
                <td>2560×1440</td>
                <td>3</td>
                <td>Birnie et al (2018) [<xref ref-type="bibr" rid="ref28">28</xref>], Gold et al (2018) [<xref ref-type="bibr" rid="ref33">33</xref>], Hong (2017) [<xref ref-type="bibr" rid="ref43">43</xref>]</td>
              </tr>
              <tr valign="top">
                <td>Google</td>
                <td>MergeVR</td>
                <td>Google Pixel (version not reported)</td>
                <td>3</td>
                <td>—<sup>b</sup></td>
                <td>1</td>
                <td>Gold et al (2018) [<xref ref-type="bibr" rid="ref33">33</xref>]</td>
              </tr>
              <tr valign="top">
                <td>Google</td>
                <td>Cardboard</td>
                <td>Samsung Galaxy Note 4</td>
                <td>3</td>
                <td>2560×1440</td>
                <td>1</td>
                <td>Amin et al (2017) [<xref ref-type="bibr" rid="ref5">5</xref>]</td>
              </tr>
              <tr valign="top">
                <td>Google</td>
                <td>Cardboard</td>
                <td>Apple iPod Touch (fifth Generation)</td>
                <td>3</td>
                <td>1136×640</td>
                <td>1</td>
                <td>Ford et al (2018) [<xref ref-type="bibr" rid="ref31">31</xref>]</td>
              </tr>
              <tr valign="top">
                <td>Google</td>
                <td>Cardboard</td>
                <td>Not reported</td>
                <td>3</td>
                <td>— <sup>b</sup></td>
                <td>2</td>
                <td>Gelsomini et al (2016a) [<xref ref-type="bibr" rid="ref19">19</xref>] and (2016b) [<xref ref-type="bibr" rid="ref20">20</xref>]</td>
              </tr>
              <tr valign="top">
                <td>Not stated</td>
                <td>Sunnypeak</td>
                <td>Apple iPod (version unstated)</td>
                <td>3</td>
                <td>— <sup>b</sup></td>
                <td>1</td>
                <td>Ford et al (2018) [<xref ref-type="bibr" rid="ref31">31</xref>]</td>
              </tr>
              <tr valign="top">
                <td>Not stated</td>
                <td>HooToo</td>
                <td>Apple iPhone 6</td>
                <td>3</td>
                <td>1334×750</td>
                <td>1</td>
                <td>Tabanfar et al (2018) [<xref ref-type="bibr" rid="ref63">63</xref>]</td>
              </tr>
              <tr valign="top">
                <td>Not stated</td>
                <td>Revelation</td>
                <td>Nokia Lumia 930</td>
                <td>3</td>
                <td>1920×1080</td>
                <td>1</td>
                <td>Micarelli et al (2017) [<xref ref-type="bibr" rid="ref62">62</xref>]</td>
              </tr>
            </tbody>
          </table>
          <table-wrap-foot>
            <fn id="table7fn1">
              <p><sup>a</sup>DOF: degrees of freedom.</p>
            </fn>
            <fn id="table7fn2">
              <p><sup>b</sup>Unknown as mobile device was not reported.</p>
            </fn>
          </table-wrap-foot>
        </table-wrap>
        <table-wrap position="float" id="table8">
          <label>Table 8</label>
          <caption>
            <p>Custom immersive virtual reality systems.</p>
          </caption>
          <table width="1000" cellpadding="5" cellspacing="0" border="1" rules="groups" frame="hsides">
            <col width="100"/>
            <col width="160"/>
            <col width="150"/>
            <col width="210"/>
            <col width="90"/>
            <col width="290"/>
            <thead>
              <tr valign="top">
                <td>System</td>
                <td>Head tracking DOF<sup>a</sup></td>
                <td>Display resolution</td>
                <td>Horizontal FOV<sup>b</sup> (degree)</td>
                <td>Number of studies</td>
                <td>References</td>
              </tr>
            </thead>
            <tbody>
              <tr valign="top">
                <td>Memphis</td>
                <td>Not reported</td>
                <td>Not reported</td>
                <td>Not reported</td>
                <td>1</td>
                <td>Hartanto et al (2015) [<xref ref-type="bibr" rid="ref42">42</xref>]</td>
              </tr>
              <tr valign="top">
                <td>STABEL<sup>c</sup></td>
                <td>Not reported</td>
                <td>Not reported</td>
                <td>Not reported</td>
                <td>1</td>
                <td>McCoy et al (2015) [<xref ref-type="bibr" rid="ref66">66</xref>]</td>
              </tr>
              <tr valign="top">
                <td>VRGET<sup>d</sup></td>
                <td>Not reported</td>
                <td>Not reported</td>
                <td>Not reported</td>
                <td>2</td>
                <td>McLay et al (2014) [<xref ref-type="bibr" rid="ref52">52</xref>] and (2017) [<xref ref-type="bibr" rid="ref53">53</xref>]</td>
              </tr>
            </tbody>
          </table>
          <table-wrap-foot>
            <fn id="table8fn1">
              <p><sup>a</sup>DOF: degrees of freedom.</p>
            </fn>
            <fn id="table8fn2">
              <p><sup>b</sup>FOV: field of view.</p>
            </fn>
            <fn id="table8fn3">
              <p><sup>c</sup>STABEL: Sensorimotor Training to Affect Balance, Engagement and Learning.</p>
            </fn>
            <fn id="table8fn4">
              <p><sup>d</sup>VRGET: Virtual Reality Graded Exposure Therapy.</p>
            </fn>
          </table-wrap-foot>
        </table-wrap>
        <table-wrap position="float" id="table9">
          <label>Table 9</label>
          <caption>
            <p>Immersive virtual reality software frameworks.</p>
          </caption>
          <table width="1000" cellpadding="5" cellspacing="0" border="1" rules="groups" frame="hsides">
            <col width="150"/>
            <col width="150"/>
            <col width="180"/>
            <col width="520"/>
            <thead>
              <tr valign="top">
                <td>Manufacturer</td>
                <td>System</td>
                <td>Number of studies</td>
                <td>References</td>
              </tr>
            </thead>
            <tbody>
              <tr valign="top">
                <td>Neuro-VR</td>
                <td>Neuro-VR 2.0</td>
                <td>3</td>
                <td>Cardenas-Lopez et al (2014) [<xref ref-type="bibr" rid="ref57">57</xref>] and (2015) [<xref ref-type="bibr" rid="ref58">58</xref>], La Paglia (2016) [<xref ref-type="bibr" rid="ref61">61</xref>]</td>
              </tr>
              <tr valign="top">
                <td>WorldViz</td>
                <td>Vizard 3.0</td>
                <td>1</td>
                <td>Meyerbroeker et al (2013) [<xref ref-type="bibr" rid="ref45">45</xref>]</td>
              </tr>
              <tr valign="top">
                <td>AppliedVR</td>
                <td>RelieVR</td>
                <td>1</td>
                <td>Gold et al (2018) [<xref ref-type="bibr" rid="ref33">33</xref>]</td>
              </tr>
            </tbody>
          </table>
        </table-wrap>
      </sec>
    </sec>
    <sec sec-type="discussion">
      <title>Discussion</title>
      <sec>
        <title>Principal Findings</title>
        <p>This review identified 58 studies from 19 countries that used IVR for acute treatment of conditions. The included studies featured participants ranging in age from 5 to 74 years, with one acceptability study reporting a significant age difference between participants willing to use IVR (younger participants) and those unwilling to use IVR (older participants) [<xref ref-type="bibr" rid="ref24">24</xref>]. The conditions treated in the included studies were broadly in 5 categories: neurological and neurodevelopment, pain, phobias, psychological applications, and miscellaneous. All the studies used IVR to immerse patients into a virtual environment, but the purposes were different; examples including experience of an environment, exposure therapy, and assistance with accuracy of movement or distraction. The IVR applications presented in the reviewed articles were at different stages of maturity. Approximately half of the reviewed articles tested the feasibility of treatment with IVR, whereas others that were slightly more mature tested the efficacy of IVR compared with conventional treatment methods. This suggests that although nonimmersive VR has a long history of use in health treatment [<xref ref-type="bibr" rid="ref67">67</xref>], IVR as a tool in treatment and management of health conditions is still a developing area.</p>
        <p>A benefit of IVR systems is that the simulated environment can be easily tailored to the individual patient, such as the clinician controlling a virtual embodiment of an avatar that is relevant to the patient’s condition, or designing a specific, patient-relevant environment [<xref ref-type="bibr" rid="ref46">46</xref>,<xref ref-type="bibr" rid="ref51">51</xref>]; however, such applications require careful system design that takes the clinician’s technical abilities into account. Future generations of commercially available IVR systems will likely have an increasing focus on social and multiuser interactions, further enabling interactive treatment methodologies that are already being employed [<xref ref-type="bibr" rid="ref14">14</xref>,<xref ref-type="bibr" rid="ref15">15</xref>,<xref ref-type="bibr" rid="ref44">44</xref>,<xref ref-type="bibr" rid="ref45">45</xref>].</p>
      </sec>
      <sec>
        <title>Future Directions and Implications for Practice</title>
        <p>The data indicate that IVR systems are sometimes extended with other sensors and input modalities such as integrating eye tracking [<xref ref-type="bibr" rid="ref23">23</xref>] or brain-computer interfaces [<xref ref-type="bibr" rid="ref14">14</xref>]. Although useful in some health settings, such extensions of IVR may not become commonplace in commercial systems designed for general consumers. However, the budding applications of IVR in health care may inform the future development of commercial IVR technology, including considerations such as water resistance for use in water-based therapy regimes or high-moisture environments [<xref ref-type="bibr" rid="ref68">68</xref>,<xref ref-type="bibr" rid="ref69">69</xref>]. Some studies also described the use of weight-assisting arms to support an HMD when the patient may not be able to support the weight of the device themselves [<xref ref-type="bibr" rid="ref1">1</xref>].</p>
        <p>It appears that IVR has a promising future in health care, in research and commercial realms. As many of the studies examined are exploratory, the feasibility of IVR for acute treatment of conditions and the evidence for the effectiveness of IVR is still developing. The studies that did examine efficacy demonstrated preliminary evidence that IVR is either as effective as or more effective than their selected conventional therapy. A majority of the studies had low participant numbers and did not extend their analysis to undertake statistical significance testing of a hypothesis. Future research into the effectiveness of IVR could incorporate more rigorous statistical methods to examine effectiveness.</p>
        <p>In the studies, it was reviewed here that commercially available IVR systems are not commonly being used for in-home or self-treatment regimes. This highlights a potential application area that could be investigated in the future: the use of IVR in a telehealth or remote health setting.</p>
        <p>The early state of IVR technology adoption highlights another area for future work: the development of policy and procedural guidelines for patient safety and security when interacting with IVR technology. For example, such procedures may consider the need for antibacterial design or treatment of face-touching components for sharing of IVR HMDs and calibration of IVR technology to the individual patient’s sensory ability to prevent or reduce simulation sickness. Policies should also consider and address patient data protection issues, and provide adequate guidance on privacy, specifically for biometric or similar data collected when interacting with IVR systems.</p>
      </sec>
      <sec>
        <title>Implications for Research</title>
        <p>From a research quality perspective, this review highlighted that many studies did not provide adequate detailed technical information about the IVR system being used—this aligns with findings of poor reporting quality from previous reviews [<xref ref-type="bibr" rid="ref6">6</xref>]. Details such as specific software and hardware versions were not routinely reported in adequate detail for technical systems to be reproducible. Especially in the case of custom IVR systems, it is important for such details to be reported thoroughly to aid research quality, peer-review, evaluation, and reproducibility. This is an area where future studies could improve their reporting. For example, including a photo or diagram of a patient interacting with the IVR system provides a rich source of information for the reader, while adding minimal text to a research manuscript.</p>
      </sec>
      <sec>
        <title>Limitations</title>
        <p>Owing to the volume of studies, this review had to be limited to acute treatment applications of IVR. IVR has also appeared in health literature as a training tool for health professionals, especially for surgical applications and in rehabilitation to increase compliance with exercise regimes and improve the accuracy of rehabilitation task completion. Any of the several existing reviews can be referred to for more information about the use of IVR in these areas.</p>
      </sec>
      <sec>
        <title>Conclusions</title>
        <p>Some studies indicate that simulation sickness is still a limiting factor for application of IVR systems in health care [<xref ref-type="bibr" rid="ref26">26</xref>,<xref ref-type="bibr" rid="ref70">70</xref>,<xref ref-type="bibr" rid="ref71">71</xref>]. This is an ongoing area of research in the broader IVR community [<xref ref-type="bibr" rid="ref71">71</xref>], and future improvements to IVR system design will likely increase the compatibility of IVR technology with the general populace. In the interim, this finding highlights the need for best practice guidelines for IVR system deployment and development. Furthermore, IVR systems are not suitable for all populations—a consideration that is important for health applications. However, IVR technology can be adapted to suit the needs of specific populations such as blind or low-vision patients [<xref ref-type="bibr" rid="ref72">72</xref>,<xref ref-type="bibr" rid="ref73">73</xref>]. The emergence of a technical contracting business that specializes in IVR for health applications is a promising step in this direction. To this end, there is a need for close integration of technical and clinical team members to maximize the efficacy of any new or proposed system.</p>
      </sec>
    </sec>
  </body>
  <back>
    <app-group/>
    <glossary>
      <title>Abbreviations</title>
      <def-list>
        <def-item>
          <term id="abb1">DOF</term>
          <def>
            <p>degrees of freedom</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb2">FASD</term>
          <def>
            <p>Fetal Alcohol Spectrum Disorder</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb3">HMD</term>
          <def>
            <p>head-mounted display</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb4">IVR</term>
          <def>
            <p>immersive virtual reality</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb5">PTSD</term>
          <def>
            <p>posttraumatic stress disorder</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb6">SAD</term>
          <def>
            <p>social anxiety disorder</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb7">VR</term>
          <def>
            <p>virtual reality</p>
          </def>
        </def-item>
      </def-list>
    </glossary>
    <fn-group>
      <fn fn-type="conflict">
        <p>None declared.</p>
      </fn>
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