Virtual reality (VR) places a user inside a computer-generated environment, usually through a headset. Augmented reality (AR) adds digital information to a view of the real world. Healthcare teams and researchers use these technologies for selected forms of training, rehabilitation, treatment planning and patient care.
VR and AR are different
VR largely replaces the user’s visual surroundings. AR keeps the real environment visible while adding images, instructions or measurements. A related term, mixed reality, describes systems in which digital objects appear anchored to the physical environment.
Clinical and educational uses
- Professional training: simulations can let students practise procedures or emergency decisions without putting a patient at risk.
- Surgical planning and guidance: three-dimensional models may help teams understand anatomy or visualise information during a procedure.
- Rehabilitation: interactive exercises can support repeated movement, balance training or feedback in selected patients.
- Pain and anxiety: some programmes use immersive distraction or structured psychological techniques alongside standard care.
- Mental healthcare: clinician-guided VR exposure has been studied for some phobias and anxiety disorders.
What does the evidence show?
Results depend on the condition, programme, comparator and outcome being measured. Evidence for one carefully tested application does not establish that every VR wellness app is effective. Studies may be small, use different equipment or measure short-term outcomes. Independent trials and longer follow-up are important.
Possible adverse effects
Headsets can cause nausea, dizziness, headache, eye discomfort, disorientation or loss of balance. Some people may find immersive content distressing. Equipment can also create trip hazards, and shared devices require appropriate cleaning.
People with seizures, severe balance problems, certain eye conditions or other relevant health concerns should seek advice before using an immersive system for treatment. Stop using it if significant symptoms occur.
Privacy and accessibility
VR and AR systems may collect movement, gaze, voice, room images and health information. These data can be sensitive. Providers should explain what is collected, why it is needed, who receives it and how long it is kept.
Design must also consider mobility, vision, hearing, cognition, language and tolerance of head-mounted equipment. A technology that excludes patients or cannot be adjusted may worsen inequalities.
Medical device status
Some VR or AR software is a regulated medical device because it is intended to diagnose, monitor or treat a condition. Other products are general education, fitness or entertainment tools. Marketing terms do not establish medical benefit; check the intended use, supporting evidence and regulatory status.
Questions for patients and services
- What specific problem is the programme intended to address?
- Has it been studied in people like me?
- Who supervises use and responds to adverse effects?
- How are personal data protected?
- Is it an addition to care or being presented as a replacement?
This article provides general educational information and does not replace an individual assessment.
Sources
- US FDA: Augmented Reality and Virtual Reality in Medical Devices
- US National Center for Complementary and Integrative Health: Virtual Reality
- World Health Organization: Digital Health and Innovation
Last reviewed: 28 August 2026