Abstract
Keywords
Introduction
The integration of virtual reality (VR) technology into mental health and substance use disorder (SUD) treatment has emerged as a promising innovation, offering immersive, interactive environments that traditional therapies struggle to replicate.1,2 By simulating real-life situations in a controlled, customizable setting, VR facilitates the delivery of therapeutic strategies that can directly target SUD's psychological and behavioral components. This study critically examines the acceptability of a VR-based intervention in treating mental health disorders and SUDs, emphasizing both the promising outcomes and the practical challenges that must be addressed for widespread adoption. The immersive nature of VR technology creates engaging therapeutic environments that enhance patient participation and adherence to treatment protocols. 3 This dynamic engagement is critical in addressing complex mental health conditions where traditional therapy may fail to fully engage patients. Research highlights the effectiveness of VR across a spectrum of mental health disorders, including anxiety, PTSD, substance-related disorders, and psychosis.4,5 Emmelkamp et al. 6 explored VR's therapeutic potential and underscored its ability to offer safe, controlled exposure therapy while enhancing treatment adherence. This adaptability allows for tailored interventions that meet the specific needs of diverse patient populations, making VR a versatile therapeutic tool.
Beyond its capacity to replicate real-world scenarios, VR technology introduces new possibilities for cognitive and emotional training, offering patients opportunities to build resilience and coping strategies in a safe environment. 7 The capacity to customize exposure to specific stimuli enables clinicians to tailor interventions, improving their relevance and effectiveness. Gregg et al. 8 demonstrated that VR therapy delivers outcomes comparable to traditional in vivo exposure therapies, particularly for anxiety disorders. The ability to create controlled, customizable environments and immediate feedback fosters a heightened sense of presence that can significantly improve therapeutic engagement and outcomes. Moreover, VR has been successfully integrated into cognitive-behavioral therapy (CBT) for conditions such as social phobia and persecutory ideation, leading to reductions in anxiety symptoms and improvements in subjective well-being.9,10 The adaptability of VR extends to populations with SUDs, as evidenced by Man, 11 who reported improvements in attention, memory, vocational skills, and self-efficacy among young ketamine users undergoing VR-based cognitive training. Patient satisfaction and tolerability of VR therapy remain consistent, further supporting its viability as a therapeutic intervention. 8
Despite these encouraging findings, the practical implementation of VR therapy in clinical practice presents notable challenges. Skeva et al. 12 investigated practitioners’ perspectives regarding integrating VR therapy in SUD treatment. Practitioners, including psychologists, psychotherapists, counselors, and social workers, recognized VR's potential to enrich therapy by offering realistic, immersive experiences conducive to developing coping strategies. However, they identified significant obstacles, such as technical limitations, accessibility issues, and cost concerns, which could hinder widespread adoption. Additionally, practitioners strongly preferred VR applications that focused on high-risk situations and social environments, emphasizing the importance of personalized scenarios that align with individual treatment goals. This feedback highlights the necessity for targeted VR interventions that are both clinically effective and practically feasible. The broader adoption of VR therapies is further complicated by systemic barriers within healthcare settings. Wray et al. 13 examined the reluctance of therapists to adopt VR exposure therapy (VRET) for anxiety disorders, attributing this hesitation to factors like financial constraints, the need for specialized training, and the challenges of integrating VR into existing clinical workflows. To mitigate these concerns, they advocated for comprehensive studies assessing VRET's real-world effectiveness alongside efforts to streamline treatment protocols and improve platform compatibility with clinical practices. These recommendations underscore the importance of addressing systemic barriers to facilitate the broader integration of VR therapies into mental health and SUD treatment frameworks.
In the context of addiction treatment, VR offers unique advantages by providing controlled simulations of real-life triggers, enabling researchers and clinicians to gain insights into the psychological and neurobiological mechanisms underlying addiction. Mazza et al. 14 highlighted how VR's capacity to elicit cravings and measure cue reactivity allows for a more nuanced understanding of addiction-related behaviors. By delivering personalized exposure therapy and cognitive-behavioral interventions, VR enables targeted strategies to manage triggers and reduce relapse risk. This approach holds promise across various forms of addiction, including alcohol, tobacco, opioids, and gambling, illustrating VR's broad applicability in addiction treatment. 15
Complementing these findings, Taubin et al. 16 evaluated the impact of VR-based interventions on secondary outcomes associated with SUD treatment, including mood regulation, anxiety reduction, emotional stability, and treatment retention. While VR interventions consistently reduced substance use and craving, findings related to mood improvement and treatment retention were mixed, underscoring the need for further investigation into these secondary effects. For example, one study included in this systematic review examined whether postretrieval extinction (PRE) delivered via VR could disrupt the reconsolidation of smoking-related memories among smokers. In this randomized design, participants were assigned to one of three groups: G1, which received VR-based PRE immediately following a brief (15 s) smoking-memory retrieval within the reconsolidation window; G2, which received VR-based extinction without prior smoking-memory retrieval; and G3, which received PRE following memory retrieval but outside the reconsolidation vulnerability window. Although all participants demonstrated a significant increase in cigarette craving following smoking-related VR exposure on Day 1 (p < .01), by Day 3 only participants in G1 showed successful disruption of memory reconsolidation and reduced craving. In contrast, PRE was ineffective in G2 and G3, highlighting the importance of both memory retrieval and precise timing of extinction within the reconsolidation window. Collectively, these findings suggest that VR-based PRE following targeted memory retrieval may be more effective than standard extinction procedures and those VR interventions may have greater therapeutic impact when designed to engage specific learning and memory mechanisms relevant to SUD treatment.
Moreover, the neural mechanisms engaged by VR interventions may further support recovery in individuals with SUDs. Worley 17 explored VR's capacity to manage cravings, mitigate stress and anxiety, address pain, and teach essential life skills. Notably, VR activates brain regions similar to those affected by addictive substances, suggesting its potential to influence the neural pathways associated with addiction. This neural engagement may explain VR's effectiveness in reducing cravings and supporting long-term recovery efforts. By offering immersive environments that simulate real-life stressors and triggers, VR provides a safe platform for patients to develop and practice coping strategies essential for sustained recovery. While existing literature highlights VR's promising potential in treating mental health and SUDs, critical challenges remain in translating these findings into routine clinical practice. Addressing these challenges requires ongoing research into VR's efficacy across diverse populations and conditions. Furthermore, interdisciplinary collaboration between clinicians, researchers, and technology developers is essential to design scalable and cost-effective VR solutions that align with clinical workflows. Continued innovation and targeted studies will be crucial in realizing VR's full potential as a transformative therapeutic tool.
Methodology and procedures
Design
This study employed a qualitative research design to explore the experiences and perceptions of individuals with opioid use disorder (OUD) who participated in a VR-delivered intervention integrating motivational interviewing (MI) and cognitive behavioral therapy (CBT), with particular focus on assessing the acceptability of this delivery modality. A qualitative phenomenological approach was chosen to capture participants lived experiences and the nuanced meanings they ascribed to the VR-based sessions, which served as the primary data source for evaluating acceptability.
Acceptability assessment
Acceptability was operationalized as participants’ subjective appraisals of the appropriateness, comfort, satisfaction, and perceived utility of the VR-delivered intervention. Consistent with qualitative acceptability research, we assessed acceptability through participants expressed willingness to engage with the technology, perceived therapeutic value, and overall satisfaction with the program, all captured through semi-structured exit interviews.
Ethical approval
Ethical approval for this study was obtained from the University of Alabama Institutional Review Board (Protocol #19-06-2419). All participants provided informed consent prior to participation.
Description of the VR intervention
The VR component was delivered using a secure REDCap-integrated VR platform hosted at the University of Alabama. Each session combined elements of MI and CBT to promote motivation for change, self-efficacy, and adaptive coping skills. Sessions were facilitated by a graduate research assistant (GRA) with a master's degree in counseling. The facilitator guided participants through real-time counseling sessions within the VR environment, focusing on self-reflection, emotional regulation, and coping strategies related to recovery. The program followed a standardized session flow to ensure consistency while allowing flexibility for the facilitator to tailor prompts and discussions to individual participants’ needs and progress, making it adaptive. Each session lasted approximately 30–60 min. The sessions were held on a weekly basis.
Overview of MI and CBT approaches
MI is a person-centered, collaborative communication approach designed to strengthen an individual's own motivation and commitment to change by exploring and resolving ambivalence. 18 CBT operates on the premise that thoughts, emotions, and behaviors are interconnected, and that identifying and modifying maladaptive patterns can support lasting behavioral change. 19 In this protocol, MI and CBT were used in an integrated fashion: MI principles including reflective listening, open-ended questioning, and eliciting change talk were embedded throughout all sessions to sustain engagement and therapeutic alliance, while CBT provided the structured skill-building framework that participants applied to their recovery goals.
Session structure
The 8-week intervention followed a general progression across three phases. Early sessions (sessions 1–2) focused on establishing rapport, exploring participants’ motivations for change, and introducing the cognitive-behavioral framework as it related to opioid use and recovery. Mid-treatment sessions (sessions 3–6) addressed core CBT skill areas, including identifying triggers and high-risk situations, cognitive restructuring, and developing personalized coping strategies, with MI techniques used to navigate ambivalence and reinforce self-efficacy throughout. Final sessions (sessions 7–8) focused on consolidating gains, reviewing progress toward individual treatment goals, and preparing participants for sustained recovery beyond the intervention.
Data collection and analysis
The exit interviews were collected by a trained GRA utilizing a semi-structured interview guide. The interviews lasted on average for 30 min. All audio recordings were transcribed verbatim and imported into NVivo software for qualitative analysis. A thematic inductive analytic approach was utilized, enabling the data to be summarized while preserving its depth and richness. The analysis adhered to Colaizzi's 20 seven-step descriptive phenomenological method: (1) identifying the phenomenon of interest, (2) transcribing participants’ detailed descriptions, (3) extracting significant statements, (4) formulating the meanings of these statements, (5) grouping related meanings into thematic clusters, (6) constructing a comprehensive description of the phenomenon, and (7) validating the findings with participants to ensure accuracy. This process entailed a meticulous examination of the participants’ narratives to explore their perceptions of the challenges and benefits associated with VR-based interventions. The researchers carefully reviewed all transcripts to gain a deep understanding of the data. Initial codes were developed and organized into a codebook, which served as the foundation for identifying themes and subthemes. These codes and themes were iteratively reviewed and discussed with the research team, with adjustments made to ensure they accurately reflected the participants’ perspectives as conveyed in the data. The data analysis was completed by three team members, and all codes were revised until there was concordance among the researchers.
Participant recruitment and eligibility
A total of 10 participants were recruited from local community-based substance use treatment facilities. Inclusion criteria required participants to be 19 years or older, have a clinical diagnosis of OUD, be able to provide informed consent, and be willing to complete individual therapy with a counselor via VR.
Sample size & data saturation
Although the final qualitative sample consisted of six participants, this size is methodologically appropriate for a focused phenomenological pilot study examining feasibility and acceptability rather than theory generation. Consistent with Colaizzi's descriptive phenomenological approach, the analytic goal was to capture shared meanings and core experiential structures rather than exhaustive narrative accounts. Data saturation was assessed iteratively during analysis and was determined when no new themes, subthemes, or conceptual insights emerged across successive interviews. Despite the relatively brief interview duration (approximately 30 min), participants provided dense, focused accounts centered on a common intervention experience (an 8-week VR-delivered MI + CBT program), resulting in substantial overlap and redundancy in experiential content. By the fifth and sixth interviews, participants reiterated previously identified themes related to psychological safety, engagement, therapist support, and perceived mental health benefits, with no novel codes emerging. This convergence of themes across participants, combined with the narrow study aim and homogeneity of the intervention context, supports the conclusion that thematic saturation was achieved within the present sample.
Participants reported a wide range of opioid use histories, with self-described durations of struggle spanning approximately 3 to nearly 30 years, most commonly falling between 7 and 25 years, reflecting varied trajectories of opioid use and recovery. Detailed substance use characteristics and treatment status (e.g., abstinence, medication-assisted treatment) were not systematically collected as part of this qualitative feasibility study. With respect to substance use characteristics that were voluntarily disclosed, two of the six participants reported heroin or other opioid use, with some stimulant use (e.g., cocaine or amphetamines); the remaining participants did not specify a primary substance during data collection.
Results
Participant flow and completion
Of the 10 participants who began the study, six completed both the 8-week VR intervention and the exit interview, while four did not complete the interview phase due to relapse (n = 2), loss of contact (n = 1), or scheduling conflicts (n = 1). These reasons for attrition have been noted to contextualize the completion rate and inform feasibility assessments.
Sample characteristics
The final sample consisted of six participants who completed both the VR intervention and exit interviews, with ages ranging from 23 to 48 years (M = 39.0, SD = 8.77). The sample was equally distributed by gender, with three females (50%) and three males (50%). All participants (100%, n = 6) reported their race or ethnicity as white. Regarding relationship status, two participants (33%) were separated, two (33%) were married or in a relationship, one (17%) had never married, and one (17%) did not report their status. Educational backgrounds varied and included upper secondary education, vocational or trade school training, with one participant holding a bachelor's degree. Employment status comprised part-time employment (n = 3, 50%), retired (n = 1, 17%), not employed and not seeking work (n = 1, 17%), and one unreported (17%). Annual household income ranged from $10,000 to $34,999, with four participants (67%) reporting income between $10,000 and $24,999.
Study themes
Five overarching themes emerged: (1) utilization of technology with sub-themes of instrumentation, tolerability concerns, and ease of use, (2) mode of delivery with sub-themes of psychological safety, concentration, preference for VR versus in-person delivery (3) Mental health improvement, (4) Therapist satisfaction with sub-themes of non-judgmental and individualization, and (5) Satisfaction with the program with sub-themes of convenience, flexibility and one-on-one.
Summary of themes and subthemes identified from exit interviews.
In addition to the qualitative themes, participants who were asked to provide numeric ratings during their semi-structured interviews reported consistently high ratings for both ease of use (median 9, range 7.5–10, n = 5) and ease of concentration (median 10, n = 4) (see Table 2 below). These ratings align with the qualitative findings described in sub-themes 1.3 and 2.2.
Participant ratings of VR experience.
Note: Not all participants provided numeric ratings for all measures during the semi-structured interviews. Ease of use ratings were obtained from 5 of 6 participants, and ease of concentration ratings from 4 of 6 participants.
Another participant expressed similar sentiments that they
These findings highlight that while VR was therapeutically engaging for participants, physical tolerability particularly motion sickness remains a barrier that must be addressed through improved hardware design, gradual acclimation protocols, or screening for motion sensitivity.
It is important to note that proper use of VR technology entailed a level of technology literacy to fully engage with the study. Participants were provided with an orientation at the beginning of the study on how to use the equipment and what symptoms to report to the study team members. Study participants were also informed that they were free to stop the session at any time if they became too uncomfortable. Although most participants completed VR sessions as planned, one participant elected to stop a VR session midway due to feeling unwell, although it was unclear whether this was attributable to the VR experience or to unrelated factors.
These Theme 1 insights combined underscore that while VR technology is generally seen as easy to use, comfort and potential motion sickness may be issues for some users, especially during prolonged use. Participants had mixed feelings about their overall VR experiences, with some finding the use of VR to be beneficial and others having reservations. These observations highlight the need to address physical comfort, motion sickness, and individual preferences when implementing VR in various contexts, such as SUD therapy and education.
A second participant mentioned that,
These statements indicated a positive impact of VR on psychological safety during therapeutic sessions. Participants expressed a notable increase in comfort and openness when engaging in VR sessions compared to face-to-face sessions, attributing this to the absence of physical presence in the same room, which might reduce the need to be cautious or guarded.
Another one reported,
Another reported that “
These varied perspectives highlight that while VR was broadly acceptable, individual preferences for delivery format should be considered when implementing VR-based interventions in clinical settings.
Another participant reported that
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Discussion
SUDs remain a persistent public health challenge, requiring innovative treatment modalities that enhance engagement, accessibility, and client comfort. This qualitative pilot study explored the acceptability of a VR delivered intervention integrating MI and CBT for individuals with OUD. The findings indicate that VR-delivered therapy is both acceptable and engaging, supporting the potential of technology-assisted counseling to complement traditional treatment approaches. This study utilized a phenomenological approach. This design allowed for a rich, contextual understanding of participants’ interactions with the technology and the therapeutic process. The focus on participant perspectives illuminated the unique advantages and potential limitations of VR therapy, offering valuable insights into its clinical adoption and applicability as an alternative or complementary therapeutic modality.
Acceptability of VR-delivered MI + CBT
Participants reported that the immersive VR format promoted focus, emotional openness, and reflection, core mechanisms of MI and CBT. The sense of psychological safety cultivated through the virtual environment enabled participants to discuss personal experiences without fear of judgment, mirroring the empathy and non-confrontational stance central to MI.12,14,16 Similarly, CBT-based elements such as stress-management and cognitive-reframing exercises were reinforced through realistic, interactive settings that helped participants connect abstract coping concepts with lived experiences.6,8,15 These qualitative insights align with recent work demonstrating that VR can facilitate behavior change and emotional regulation across diverse clinical populations.4,7,14–16,21 The strong engagement and high satisfaction reported by participants suggest that VR can reduce barriers to participation, particularly for individuals who may feel stigmatized or uncomfortable in face-to-face therapy settings, which is consistent with current literature.13,22 Importantly, these findings reflect
Therapeutic alliance and counselor role
A consistent theme throughout the data was the value participants placed on the counselor's empathy, flexibility, and individualized support. Even in a virtual format, participants described feeling heard and understood, an essential condition for successful MI/CBT interventions.23,24 The therapist facilitating sessions fostered a collaborative, client-centered dynamic, demonstrating that strong therapeutic alliances can develop even through digital platforms. These findings echo prior literature emphasizing that the quality of the therapeutic relationship, rather than the delivery medium, is often the key determinant of client satisfaction and engagement in technology-based therapy.20,22–24
Engagement across age and technology comfort levels
Contrary to earlier studies suggesting that older adults may struggle with VR interfaces,
25
participants in this study across the age range represented in the sample (23-48 years) expressed comparable satisfaction and comfort with the VR intervention
Clarifying effectiveness and outcome scope
Although participants reported improved emotional regulation, motivation, and coping, this qualitative design did not measure substance-use outcomes directly. The term
Relevance of just-in-time adaptive interventions (JITAIs)
The study's integration of VR technology conceptually aligns with the principles of JITAIs, which aim to provide timely, personalized support in response to an individual's real-time needs. 25 While this pilot did not incorporate JITAI algorithms, the capacity of VR to simulate high-risk or emotionally salient scenarios suggests an opportunity for future interventions to adapt dynamically based on user behavior and affective state. Embedding MI/CBT content within adaptive VR environments could strengthen engagement and ensure the therapeutic experience evolves with the client's progress.
Implications for digital and telehealth interventions
The findings contribute to the growing body of evidence supporting telehealth and digital platforms for behavioral health treatment.2,22,27 Participants’ perceptions of increased comfort, convenience, and confidentiality echo trends observed in tele-counseling research, where virtual modalities reduce logistical barriers while preserving relational quality. Integrating VR into existing treatment programs could expand access for clients in rural or underserved areas, particularly when combined with hybrid or stepped-care models that blend digital and in-person sessions.27,28
Limitations and future direction
The small sample, which was homogeneous with respect to diagnostic eligibility and exposure to the same VR-delivered intervention, limits the transferability of results and underscores the need for replication with larger and more diverse populations. 22 Although data saturation was achieved, the brief study duration may not capture long-term engagement or sustained effects. The intervention period was limited to eight weeks, aligning with prior VR-based CBT and MI studies that typically range between six and ten weekly sessions6,14,18; however, extending the duration could help assess long-term engagement and maintenance of therapeutic gains. Additionally, four participants did not complete the exit interview, and their experiences may differ from completers. Future studies should examine predictors of retention and comfort with VR across varying demographics and recovery stages.15,17,29 Expanding the design to include quantitative outcomes and longer follow-up periods will help clarify the intervention's sustained impact.
Conclusion
This qualitative pilot study explored the use of VR to deliver counseling sessions grounded in MI and CBT for individuals with OUD. The findings indicate that participants found the VR-delivered intervention to be both feasible and acceptable, highlighting its potential to enhance engagement, psychological safety, and therapeutic connection within substance use counseling.
Participants reported that the immersive and interactive nature of VR helped them stay focused, reflect more deeply on their recovery goals, and apply coping skills introduced during sessions. They also valued the flexibility, convenience, and individualized support provided by the counselor, suggesting that therapeutic rapport and personalization can be effectively maintained in virtual settings.
Although the intervention showed promise, several implementation challenges were identified, including headset comfort and the need for technical orientation for some users. Addressing these issues and evaluating outcomes with larger, more diverse samples will be essential to strengthen evidence for the clinical integration of VR-based MI/CBT interventions.
Overall, the study supports VR as an innovative and client-centered platform for delivering evidence-based counseling, offering a safe and engaging environment that can complement traditional approaches to substance use treatment. Continued research and technological refinement will be vital to maximize accessibility, long-term engagement, and therapeutic effectiveness in digital mental health care.
Footnotes
Acknowledgements
None.
ORCID iDs
Ethical approval
We confirm that ethical approval for the study was sought and granted by the University of Alabama Institutional Review Board (Protocol; 19-06-2419).
Consent to participate
All participants voluntarily consented to participate in the study.
Consent for publication
We consent to the publication of this manuscript and that the manuscript has not previously been published nor is being considered for concurrent publication.
Contributorship
Mercy N. Mumba was involved in all aspects of the study from conceptualization, obtaining funding, data collection and analysis, and preparing manuscripts for dissemination.
Fatima A. Leghari was involved in intervention deployment, data collection and analysis, and preparing manuscripts for dissemination.
Jeremiah Mathews was involved in intervention deployment, data collection and analysis, and preparing manuscripts for dissemination.
Babatunde Owolabi was involved in data collection and analysis and preparing manuscripts for dissemination.
Evans Kyei was involved in data analysis, interpretation of findings, and preparing manuscripts for dissemination.
Olayemi Timothy Adekeye was involved in data analysis, interpretation of findings, and preparing manuscripts for dissemination.
George C.T. Mugoya was involved in all aspects of the study from conceptualization, obtaining funding, data collection and analysis, and preparing of manuscripts for dissemination.
Funding
The authors disclosed receipt of the following financial support for the research, authorship, and/or publication of this article: This study was funded through a pilot award from the Capstone College of Nursing at the University of Alabama. There is no award number for this internal pilot grant.
Declaration of conflicting interests
The authors declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.
Data availability statement
The data that support the findings of this study are available from the corresponding author upon reasonable request.
Guarantor
Mercy N. Mumba and George C. T. Mugoya
