Abstract
Virtual reality (VR) is an emerging medium used in work, play and learning. We review experimental research in VR spanning three decades of scholarship. Instead of exhaustively representing the landscape, our unique contribution is providing in-depth reviews of canonical psychological findings balanced across various domains within psychology. We focus on five findings: the benefit of being there depends on the activity; self-avatars influence behaviour; procedural training works better than abstract learning; body tracking makes VR unique; and people underestimate distance in VR. These findings are particularly useful to social scientists who are new to VR as a medium, or those who have studied VR but have focused on specific psychological subfields (for example, social, cognitive or perceptual psychology). We discuss the relevance for researchers and media consumers and suggest future areas for human behaviour research.
This is a preview of subscription content, access via your institution
Access options
Access Nature and 54 other Nature Portfolio journals
Get Nature+, our best-value online-access subscription
$32.99 / 30 days
cancel any time
Subscribe to this journal
Receive 12 digital issues and online access to articles
$119.00 per year
only $9.92 per issue
Buy this article
- Purchase on SpringerLink
- Instant access to the full article PDF.
USD 39.95
Prices may be subject to local taxes which are calculated during checkout


Similar content being viewed by others
References
Loomis, J. M. Distal attribution and presence. Presence 1, 113–119 (1992).
Biocca, F. Will simulation sickness slow down the diffusion of virtual environment technology? Presence 1, 334–343 (1992).
Heater, C. Being there: the subjective experience of presence. Presence 1, 262–271 (1992).
Hennig-Thurau, T., Herting, A. M. & Jütte, D. Adoption of virtual-reality headsets: the role of metaverse trials for consumers’ usage and purchase intentions. J. Interact. Mark. 60, 145–160 (2025).
Milgram, P. & Kishino, F. A taxonomy of mixed reality visual displays. IEICE Trans. Inf. Syst. 77, 1321–1329 (1994).
Lanier, J. Dawn of the New Everything: Encounters with Reality and Virtual Reality (Henry Holt and Company, 2017).
Rauschnabel, P. A., Felix, R., Hinsch, C., Shahab, H. & Alt, F. What is XR? Towards a framework for augmented and virtual reality. Comput. Hum. Behav. 133, 107289 (2022).
Loomis, J. M., Blascovich, J. J. & Beall, A. C. Immersive virtual environment technology as a basic research tool in psychology. Behav. Res. Methods Instrum. Comput. 31, 557–564 (1999).
Wrzus, C., Frenkel, M. O. & Schöne, B. Current opportunities and challenges of immersive virtual reality for psychological research and application. Acta Psychol. 249, 104485 (2024).
Biocca, F. & Levy, M. R. in Communication in the Age of Virtual Reality (eds Biocca, F. & Levy, M. R.) 15–31 (Lawrence Erlbaum Associates, 1995).
Lombard, M. & Ditton, T. At the heart of it all: the concept of presence. J. Comput. Mediat. Comm. 3, 2 (1997).
Slater, M. & Wilbur, S. A framework for immersive virtual environments (FIVE): speculations on the role of presence in virtual environments. Presence 6, 603–616 (1997).
Lee, K. M. Presence, explicated. Commun. Theory 14, 27–50 (2004).
Difede, J. & Hoffman, H. G. Virtual reality exposure therapy for World Trade Center post-traumatic stress disorder: a case report. Cyberpsychol. Behav. 5, 529–535 (2002).
Makransky, G., Borre‐Gude, S. & Mayer, R. E. Motivational and cognitive benefits of training in immersive virtual reality based on multiple assessments. J. Comput. Assist. Learn. 35, 691–707 (2019).
Markowitz, D. M. & Bailenson, J. N. A looking glass into a research wonderland: decades of virtual reality scholarship explicated via natural language processing. Cyberpsychol. Behav. Soc. Netw. 28, 227–232 (2025).
Peck, T. C., Sockol, L. E. & Hancock, S. M. Mind the gap: the underrepresentation of female participants and authors in virtual reality research. IEEE Trans. Vis. Comput. Graph. 26, 1945–1954 (2020).
Slater, M., Usoh, M. & Steed, A. Taking steps: the influence of a walking technique on presence in virtual reality. ACM Trans. Comput. Hum. Interact. 2, 201–219 (1995).
Riva, G., Wiederhold, B. K. & Villani, D. Toward a humane metaverse: challenges and opportunities. Cyberpsychol. Behav. Soc. Netw. 27, 3–8 (2024).
Alaker, M., Wynn, G. R. & Arulampalam, T. Virtual reality training in laparoscopic surgery: a systematic review & meta-analysis. Int. J. Surg. 29, 85–94 (2016).
Kaplan, A. D. et al. The effects of virtual reality, augmented reality, and mixed reality as training enhancement methods: a meta-analysis. Hum. Factors 63, 706–726 (2021).
Scorgie, D. et al. Virtual reality for safety training: a systematic literature review and meta-analysis. Saf. Sci. 171, 106372 (2024).
Rizzo, A. S., Hartholt, A. & Mozgai, S. in Handbook of Media Psychology: the Science and the Practice (eds Dill-Shackleford, K. E. & Sundar, S. S.) 187–213 (Springer Nature, 2024).
Rothbaum, B. O. et al. Effectiveness of computer-generated (virtual reality) graded exposure in the treatment of acrophobia. Am. J. Psychiatry 152, 626–628 (1995).
Wiederhold, B. K. & Wiederhold, M. D. Three-year follow-up for virtual reality exposure for fear of flying. Cyberpsychol. Behav. 6, 441–445 (2003).
Van Loenen, I., Scholten, W., Muntingh, A., Smit, J. & Batelaan, N. The effectiveness of virtual reality exposure-based cognitive behavioral therapy for severe anxiety disorders, obsessive–compulsive disorder, and posttraumatic stress disorder: meta-analysis. J. Med. Internet Res. 24, e26736 (2022).
Deng, W. et al. The efficacy of virtual reality exposure therapy for PTSD symptoms: a systematic review and meta-analysis. J. Affect. Disord. 257, 698–709 (2019).
Hoffman, H. G., Patterson, D. R. & Carrougher, G. J. Use of virtual reality for adjunctive treatment of adult burn pain during physical therapy: a controlled study. Clin. J. Pain 16, 244–250 (2000).
Mallari, B., Spaeth, E. K., Goh, H. & Boyd, B. S. Virtual reality as an analgesic for acute and chronic pain in adults: a systematic review and meta-analysis. J. Pain Res. 12, 2053–2085 (2019).
Eijlers, R. et al. Systematic review and meta-analysis of virtual reality in pediatrics: effects on pain and anxiety. Anesth. Analg. 129, 1344–1353 (2019).
Nordgard, R. & Lag, T. The effects of virtual reality on procedural pain and anxiety in pediatrics: a systematic review and meta-analysis. Front. Virtual Real. 2, 699383 (2021).
Nem, V. G. VRChat breaks records with 92,000 simultaneous users! Medium https://medium.com/@nemchan_nel/vrchat-breaks-records-with-92-000-simultaneous-users-9464a33f3561 (2023).
Stockdale, H. Gorilla Tag has 1 million daily & 3 million monthly active players. UploadVR https://www.uploadvr.com/gorilla-tag-daily-monthly-users/ (2024).
Wiederhold, B. K. Beyond zoom: the new reality. Cyberpsychol. Behav. Soc. Netw. 23, 809–810 (2020).
Bonfert, M. et al. Seeing the faces is so important—experiences from online team meetings on commercial virtual reality platforms. Front. Virtual Real. 3, 945791 (2023).
Freeman, G., Zamanifard, S., Maloney, D. & Acena, D. Disturbing the peace: experiencing and mitigating emerging harassment in social virtual reality. Proc. ACM Hum. Comput. Interact. 6, 1–30 (2022).
Bates, J. Virtual reality, art, and entertainment. Presence 1, 133–138 (1992).
Jurado-Martín, M. in The Future of Digital Communication (ed. Benítez Rojas, R. V.) Ch. 11 (CRC Press, 2024).
Barreda-Ángeles, M., Aleix-Guillaume, S. & Pereda-Baños, A. An “empathy machine” or a “just-for-the-fun-of-it” machine? Effects of immersion in nonfiction 360-video stories on empathy and enjoyment. Cyberpsychol. Behav. Soc. Netw. 23, 683–688 (2020).
Hornsey, R. L. & Hibbard, P. B. Current perceptions of virtual reality technology. Appl. Sci. 14, 4222 (2024).
Nowak, K. L. & Fox, J. Avatars and computer-mediated communication: a review of the definitions, uses, and effects of digital representations. Rev. Commun. Res. 6, 30–53 (2018).
Kilteni, K., Maselli, A., Kording, K. P. & Slater, M. Over my fake body: body ownership illusions for studying the multisensory basis of own-body perception. Front. Hum. Neurosci. 9, 141 (2015).
Botvinick, M. & Cohen, J. Rubber hands ‘feel’ touch that eyes see. Nature 391, 756 (1998).
González-Franco, M., Peck, T. C., Rodríguez-Fornells, A. & Slater, M. A threat to a virtual hand elicits motor cortex activation. Exp. Brain Res. 232, 875–887 (2014).
Mottelson, A. et al. A systematic review and meta-analysis of the effectiveness of body ownership illusions in virtual reality. ACM Trans. Comput. Hum. Interact. 30, 1–42 (2023).
Slater, M. et al. Towards a digital body: the virtual arm illusion. Front. Hum. Neurosci. 2, 6 (2008).
Slater, M., Perez-Marcos, D., Ehrsson, H. H. & Sanchez-Vives, M. V. Inducing illusory ownership of a virtual body. Front. Neurosci. 3, 214–220 (2009).
Steed, A., Pan, Y., Zisch, F. & Steptoe, W. The impact of a self-avatar on cognitive load in immersive virtual reality. In Proc. IEEE Virtual Reality 2016 67–76 (IEEE, 2016).
Yee, N. & Bailenson, J. The Proteus effect: the effect of transformed self-representation on behavior. Hum. Commun. Res. 33, 271–290 (2007).
Mal, D. et al. The impact of avatar and environment congruence on plausibility, embodiment, presence, and the Proteus effect in virtual reality. IEEE Trans. Vis. Comput. Graph. 29, 2358–2368 (2023).
Kocur, M. et al. Physiological and perceptual responses to athletic avatars while cycling in virtual reality. In Proc. 2021 CHI Conference on Human Factors in Computing Systems 1–18 (Association for Computing Machinery, 2021).
Reinhard, R., Shah, K. G., Christmann, C. A., Faust-Christmann, C. A. & Lachmann, T. Acting your avatar’s age: effects of virtual reality avatar embodiment on real life walking speed. Media Psychol. 23, 293–315 (2020).
Chen, V. H. H., Ibasco, G. C., Leow, V. J. X. & Lew, J. Y. Y. The effect of VR avatar embodiment on improving attitudes and closeness toward immigrants. Front. Psychol. 12, 705574 (2021).
Ratan, R. et al. Avatar characteristics induce users’ behavioral conformity with small-to-medium effect sizes: a meta-analysis of the Proteus effect. Media Psychol. 23, 651–675 (2020).
Beyea, D. et al. A new meta-analysis of the Proteus effect: studies in VR find stronger effect sizes. Presence 31, 189–202 (2022).
Banakou, D., Hanumanthu, P. D. & Slater, M. Virtual embodiment of White people in a Black virtual body leads to a sustained reduction in their implicit racial bias. Front. Hum. Neurosci. 10, 601 (2016).
Peck, T. C., Seinfeld, S., Aglioti, S. M. & Slater, M. Putting yourself in the skin of a black avatar reduces implicit racial bias. Conscious. Cogn. 22, 779–787 (2013).
Lee, J. et al. Using time travel in virtual reality (VR) to increase efficacy perceptions of influenza vaccination. J. Med. Internet Res. 25, e42007 (2023).
Li, B. J. & Kyung Kim, H. Experiencing organ failure in virtual reality: effects of self- versus other-embodied perspective taking on empathy and prosocial outcomes. N. Media Soc. 23, 2144–2166 (2021).
Seinfeld, S., Hoh, J., Lippa, Y. & Slater, M. The role of avatar embodiment and perspective-taking in reducing bias. Soc. Psychol. Pers. Sci. 9, 345–353 (2018).
Banakou, D. et al. Virtual body ownership and its consequences for implicit racial bias are dependent on social context. R. Soc. Open Sci. 7, 201848 (2020).
Herrera, F., Bailenson, J., Weisz, E., Ogle, E. & Zaki, J. Building long-term empathy: a large-scale comparison of traditional and virtual reality perspective-taking. PLoS ONE 13, e0204494 (2018).
Hassan, R. Digitality, virtual reality and the ‘empathy machine’. Digit. J. 8, 195–212 (2020).
Murray, J. H. Virtual/reality: how to tell the difference. J. Vis. Cult. 19, 11–27 (2020).
Yee, N., Ducheneaut, N., Yao, M. & Nelson, L. Do men heal more when in drag?: Conflicting identity cues between user and avatar. In Proc. SIGCHI Conference on Human Factors in Computing Systems 2011 773–776 (Association for Computing Machinery, 2011).
Wu, B., Yu, X. & Gu, X. Effectiveness of immersive virtual reality using head‐mounted displays on learning performance: a meta‐analysis. Br. J. Educ. Technol. 51, 1991–2005 (2020).
Coban, M., Bolat, Y. I. & Goksu, I. The potential of immersive virtual reality to enhance learning: a meta-analysis. Educ. Res. Rev. 36, 100452 (2022).
Villena-Taranilla, R., Tirado-Olivares, S., Cózar-Gutiérrez, R. & González-Calero, J. A. Effects of virtual reality on learning outcomes in K-6 education: a meta-analysis. Educ. Res. Rev. 35, 100434 (2022).
Bazhenova, E. et al. The impact of virtual reality on post-compulsory students’ learning outcomes: a review with meta-analysis. Int. J. Emerg. Technol. Learn. 17, 209–221 (2022).
Qiu, X. B., Shan, C., Yao, J. & Fu, Q. K. The effects of virtual reality on EFL learning: a meta-analysis. Educ. Inf. Technol. 29, 1379–1405 (2024).
Dalgarno, B. & Lee, M. J. What are the learning affordances of 3‐D virtual environments? Br. J. Educ. Technol. 41, 10–32 (2010).
Fogarty, J., McCormick, J. & El-Tawil, S. Improving student understanding of complex spatial arrangements with virtual reality. J. Prof. Issues Eng. Educ. Pract. 144, 04017013 (2018).
Kwon, C. Verification of the possibility and effectiveness of experiential learning using HMD-based immersive VR technologies. Virtual Real. 23, 101–118 (2019).
Petersen, G. B., Stenberdt, V., Mayer, R. E. & Makransky, G. Collaborative generative learning activities in immersive virtual reality increase learning. Comput. Educ. 207, 104931 (2023).
Moreno, R. & Mayer, R. E. Learning science in virtual reality multimedia environments: role of methods and media. J. Educ. Psychol. 94, 598–610 (2002).
Di Natale, A. F., Repetto, C., Riva, G. & Villani, D. Immersive virtual reality in K‐12 and higher education: a 10‐year systematic review of empirical research. Br. J. Educ. Technol. 51, 2006–2033 (2020).
Radianti, J., Majchrzak, T. A., Fromm, J. & Wohlgenannt, I. A systematic review of immersive virtual reality applications for higher education: design elements, lessons learned, and research agenda. Comput. Educ. 147, 103778 (2020).
Makransky, G., Terkildsen, T. S. & Mayer, R. E. Adding immersive virtual reality to a science lab simulation causes more presence but less learning. Learn. Instr. 60, 225–236 (2019).
McGowin, G., Sonnenfeld, N. A. & Fiore, S. M. Navigating cognitive demand in virtual reality: implications for education and training. Proc. Hum. Factors Ergon. Soc. Annu. Meet. 68, 1668–1673 (2024).
Mayer, R. E. Multimedia learning. Psychol. Learn. Motiv. 41, 85–139 (2002).
Moreno, R. & Mayer, R. Interactive multimodal learning environments: special issue on interactive learning environments: contemporary issues and trends. Educ. Psychol. Rev. 19, 309–326 (2007).
Adamo-Villani, N., Wilbur, R. & Wasburn, M. Gender differences in usability and enjoyment of VR educational games: a study of SMILE™. In Proc. 2008 International Conference Visualisation 114–119 (IEEE, 2008).
Boyd, L. E. et al. Leveling the playing field: supporting neurodiversity via virtual realities. Technol. Innov. 20, 105–116 (2018).
Meyer, O. A., Omdahl, M. K. & Makransky, G. Investigating the effect of pre‐training when learning through immersive virtual reality and video: a media and methods experiment. Comput. Educ. 140, 103603 (2019).
Miguel-Alonso, I., Rodriguez-Garcia, B., Checa, D. & Bustillo, A. Countering the novelty effect: a tutorial for immersive virtual reality learning environments. Appl. Sci. 13, 593 (2023).
Queiroz, A. C. M., Fauville, G., Herrera, F., Leme, M. I. S. & Bailenson, J. N. Do students learn better with immersive virtual reality videos than conventional videos? A comparison of media effects with middle school girls. Technol. Mind Behav. 3, 3 (2022).
Cummings, J. J. & Bailenson, J. N. How immersive is enough? A meta-analysis of the effect of immersive technology on user presence. Media Psychol. 19, 272–309 (2016).
Anderson, M. L. Embodied cognition: a field guide. Artif. Intell. 149, 91–130 (2003).
Riva, G. From virtual to real body: virtual reality as embodied technology. J. Cyber Ther. Rehabil. 1, 7–22 (2008).
Garau, M. et al. The impact of avatar realism and eye gaze control on perceived quality of communication in a shared immersive virtual environment. In Proc. SIGCHI Conference on Human Factors in Computing Systems 529–536 (Association for Computing Machinery, 2003).
Pan, Y. & Steed, A. Avatar type affects performance of cognitive tasks in virtual reality. In Proc. 25th ACM Symposium on Virtual Reality Software and Technology 1–4 (Association for Computing Machinery, 2019).
Won, A. S., Bailenson, J., Lee, J. & Lanier, J. Homuncular flexibility in virtual reality. J. Comput. Mediat. Commun. 20, 241–259 (2015).
Chen, J., Izadi, S. & Fitzgibbon, A. KinÊtre: animating the world with the human body. In Proc. 25th Annual ACM Symposium on User Interface Software and Technology 435–444 (Association for Computing Machinery, 2012).
Jiang, Y., Li, Z., He, M., Lindlbauer, D. & Yan, Y. HandAvatar: embodying non-humanoid virtual avatars through hands. In Proc. 2023 CHI Conference on Human Factors in Computing Systems 1–17 (Association for Computing Machinery, 2023).
Yaremych, H. E. & Persky, S. Tracing physical behavior in virtual reality: a narrative review of applications to social psychology. J. Exp. Soc. Psychol. 85, 103845 (2019).
Huang, C. M., Andrist, S., Sauppé, A. & Mutlu, B. Using gaze patterns to predict task intent in collaboration. Front. Psychol. 6, 1049 (2015).
Lukander, K., Toivanen, M. & Puolamäki, K. Inferring intent and action from gaze in naturalistic behavior: a review. Int. J. Mob. Hum. Comput. Interact. 9, 41–57 (2017).
Becchio, C., Manera, V., Sartori, L., Cavallo, A. & Castiello, U. Grasping intentions: from thought experiments to empirical evidence. Front. Hum. Neurosci. 6, 117 (2012).
Peck, T. C. & Good, J. J. Measuring embodiment: movement complexity and the impact of personal characteristics. IEEE Trans. Vis. Comput. Graph. 30, 4588–4600 (2023).
Stokes, J. D., Rizzo, A., Geng, J. J. & Schweitzer, J. B. Measuring attentional distraction in children with ADHD using virtual reality technology with eye-tracking. Front. Virtual Real. 3, 855895 (2022).
Pallavicini, F. et al. Effectiveness of virtual reality survival horror games for emotional elicitation: preliminary insights using Resident Evil 7: Biohazard. In Proc. Universal Access in Human–Computer Interaction. Virtual, Augmented, and Intelligent Environments: 12th International Conference, UAHCI 2018 87–101 (Springer International Publishing, 2018) (2018).
Luong, T. & Holz, C. Characterizing physiological responses to fear, frustration, and insight in virtual reality. IEEE Trans. Vis. Comput. Graph. 28, 3917–3927 (2022).
Sun, Y., Shaikh, O. & Won, A. S. Nonverbal synchrony in virtual reality. PLoS ONE 14, e0221803 (2019).
Williamson, J., Li, J., Vinayagamoorthy, V., Shamma, D. A. & Cesar, P. Proxemics and social interactions in an instrumented virtual reality workshop. In Proc. 2021 CHI Conference on Human Factors in Computing Systems 1–13 (Association for Computing Machinery, 2021).
Miller, M. R. et al. Effect of duration and delay on the identifiability of VR motion. In Proc. 2024 IEEE 25th International Symposium on a World of Wireless, Mobile and Multimedia Networks (WoWMoM) 70–75 (IEEE, 2024).
Moore, A. G., McMahan, R. P., Dong, H. & Ruozzi, N. Personal identifiability and obfuscation of user tracking data from VR training sessions. In Proc. 2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) 221–228 (IEEE, 2021).
Nair, V. et al. Unique identification of 50,000+ virtual reality users from head & hand motion data. In Proc. 32nd USENIX Conference on Security Symposium 895–910 (USENIX Association, 2023).
Wierzbowski, M. et al. Behavioural biometrics in virtual reality: to what extent can we identify a person based solely on how they watch 360-degree videos? In Proc. 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 417–422 (IEEE, 2022).
Nair, V., Guo, W., O'Brien, J. F., Rosenberg, L. & Song, D. Deep motion masking for secure, usable, and scalable real-time anonymization of ecological virtual reality motion data. In 2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 493–500 (IEEE, 2024).
Huang, G. et al. AdapTutAR: an adaptive tutoring system for machine tasks in augmented reality. In Proc. 2021 CHI Conference on Human Factors in Computing Systems 1–15 (Association for Computing Machinery, 2021).
Marwecki, S., Wilson, A. D., Ofek, E., Gonzalez Franco, M. & Holz, C. Mise-unseen: using eye tracking to hide virtual reality scene changes in plain sight. In Proc. 32nd Annual ACM Symposium on User Interface Software and Technology 777–789 (Association for Computing Machinery, 2019).
Slater, M. et al. The ethics of realism in virtual and augmented reality. Front. Virtual Real. 1, 512449 (2020).
Loomis, J. & Knapp, J. in Virtual and Adaptive Environments: Applications, Implications, and Human Performance Issues (eds Hettinger, L. J. & Haas, M. W.) 21–46 (Lawrence Erlbaum Associates, 2003).
Renner, R. S., Velichkovsky, B. M. & Helmert, J. R. The perception of egocentric distances in virtual environments—a review. ACM Comput. Surv. 46, 1–40 (2013).
Choudhary, Z. et al. Revisiting distance perception with scaled embodied cues in social virtual reality. In Proc. 2021 IEEE Virtual Reality and 3D User Interfaces (VR) 788–797 (IEEE, 2021).
Thompson, W. B. et al. Does the quality of the computer graphics matter when judging distances in visually immersive environments? Presence 13, 560–571 (2004).
Kelly, J. W. Distance perception in virtual reality: a meta-analysis of the effect of head-mounted display characteristics. IEEE Trans. Vis. Comput. Graph. 29, 4978–4989 (2022).
Batmaz, A. U., Barrera Machuca, M. D., Sun, J. & Stuerzlinger, W. The effect of the vergence-accommodation conflict on virtual hand pointing in immersive displays. In Proc. 2022 CHI Conference on Human Factors in Computing Systems 1–15 (Association for Computing Machinery, 2022).
Gao, Y. et al. Influence of virtual objects’ shadows and lighting coherence on distance perception in optical see‐through augmented reality. J. Soc. Inf. Disp. 28, 117–135 (2020).
Barrett, T. J. & Hegarty, M. Effects of interface and spatial ability on manipulation of virtual models in a STEM domain. Comput. Hum. Behav. 65, 220–231 (2016).
Adams, H. et al. Shedding light on cast shadows: an investigation of perceived ground contact in AR and VR. IEEE Trans. Vis. Comput. Graph. 28, 4624–4639 (2021).
Šoltészová, V., Patel, D. & Viola, I. Chromatic shadows for improved perception. In Proc. ACM SIGGRAPH/Eurographics Symposium on Non-Photorealistic Animation and Rendering 105–116 (Association for Computing Machinery, 2011).
Gagnon, H. C. et al. Far distance estimation in mixed reality. In Proc. ACM Symposium on Applied Perception 2020 1–8 (Association for Computing Machinery, 2020).
Vaziri, K., Liu, P., Aseeri, S. & Interrante, V. Impact of visual and experiential realism on distance perception in VR using a custom video see-through system. In Proc. ACM Symposium on Applied Perception 1–8 (Association for Computing Machinery, 2017).
Pfeil, K., Masnadi, S., Belga, J., Sera-Josef, J. V. T. & LaViola, J. Distance perception with a video see-through head-mounted display. In Proc. 2021 CHI Conference on Human Factors in Computing Systems 1–9 (Association for Computing Machinery, 2021).
Vienne, C., Masfrand, S., Bourdin, C. & Vercher, J. L. Depth perception in virtual reality systems: effect of screen distance, environment richness and display factors. IEEE Access 8, 29099–29110 (2020).
Leyrer, M., Linkenauger, S. A., Bülthoff, H. H. & Mohler, B. J. Eye height manipulations: a possible solution to reduce underestimation of egocentric distances in head-mounted displays. ACM Trans. Appl. Percept. 12, 1–23 (2015).
Ries, B., Interrante, V., Kaeding, M. & Anderson, L. The effect of self-embodiment on distance perception in immersive virtual environments. In Proc. 2008 ACM Symposium on Virtual Reality Software and Technology 167–170 (Association for Computing Machinery, 2008).
Xu, J. et al. Spatial computing: defining the vision for the future. In Extended Abstracts of the CHI Conference on Human Factors in Computing Systems 1–4 (Association for Computing Machinery, 2024).
Norouzi, N., Bruder, G. & Welch, G. Assessing vignetting as a means to reduce VR sickness during amplified head rotations. In Proc. 15th ACM Symposium on Applied Perception 1–8 (Association for Computing Machinery, 2018).
Bailenson, J. Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do (W. W. Norton & Company, 2018).
Grabowski, A. & Jach, K. The use of virtual reality in the training of professionals: with the example of firefighters. Comput. Animat. Virtual Worlds 32, e1981 (2021).
Mubin, O., Alnajjar, F., Jishtu, N., Alsinglawi, B. & Al Mahmud, A. Exoskeletons with virtual reality, augmented reality, and gamification for stroke patients’ rehabilitation: systematic review. JMIR Rehabil. Assist. Technol. 6, e12010 (2019).
Hutson, J. & Olsen, T. Virtual reality and art history: a case study of digital humanities and immersive learning environments. J. High. Educ. Theory Pract. 22, 50–65 (2022).
Pimentel, D. & Kalyanaraman, S. The effects of embodying wildlife in virtual reality on conservation behaviors. Sci. Rep. 12, 6439 (2022).
Han, E., Miller, M. R., Ram, N., Nowak, K. L. & Bailenson, J. N. Understanding group behavior in virtual reality: a large-scale, longitudinal study in the metaverse. In Proc. 72nd Annual International Communication Association Conference 1–27 (International Communication Association, 2022).
Kaimara, P., Oikonomou, A. & Deliyannis, I. Could virtual reality applications pose real risks to children and adolescents? A systematic review of ethical issues and concerns. Virtual Real. 26, 697–735 (2022).
Bailey, J. O. & Schloss, J. I. Knowing versus doing: children’s social conceptions of and behaviors toward virtual reality agents. Int. J. Child-Comput. Interact. 40, 100647 (2024).
Peng, K. et al. iVR-fNIRS: studying brain functions in a fully immersive virtual environment. Neurophotonics 11, 020601 (2024).
Slater, M. How colorful was your day? Why questionnaires cannot assess presence in virtual environments. Presence 13, 484–493 (2004).
Alvidrez, S. & Peña, J. Verbal mimicry predicts social distance and social attraction to an outgroup member in virtual reality. In Proc. IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR) 68–73 (IEEE, 2020).
Tausczik, Y. R. & Pennebaker, J. W. The psychological meaning of words: LIWC and computerized text analysis methods. J. Lang. Soc. Psychol. 29, 24–54 (2010).
Banks, J. & Bowman, N. D. Avatars are (sometimes) people too: linguistic indicators of parasocial and social ties in player–avatar relationships. N. Media Soc. 18, 1257–1276 (2016).
Sykownik, P., Karaosmanoglu, S., Emmerich, K., Steinicke, F. & Masuch, M. VR almost there: simulating co-located multiplayer experiences in social virtual reality. In Proc. 2023 CHI Conference on Human Factors in Computing Systems 1–19 (Association for Computing Machinery, 2023).
Van Brakel, V., Barreda-Ángeles, M. & Hartmann, T. Feelings of presence and perceived social support in social virtual reality platforms. Comput. Hum. Behav. 139, 107523 (2023).
Sutherland, I. E. The ultimate display. Proc. IFIP Congr. 2, 506–508 (1965).
Rizzo, A. et al. From training to treatment: design and development of a post-traumatic stress disorder virtual reality exposure therapy application for Iraq war veterans. In Proc. 3rd International Workshop on Virtual Rehabilitation 35–42 (VRLab, EPFL & Troisième Cycle Romand d’Informatique, 2004).
Acknowledgements
We thank the incredible panel of scholars who helped make this work possible with their insights and the time they put into phone calls and emails as we refined the list of five findings and selected events for the timeline shown in Fig. 1. In alphabetical order, the panel comprises S. J. Ahn, J. Bailey, G. Bruder, M. Miller, T. Peck, S. Persky, S. Rizzo, A. Steed, A. Stevenson Won, B. Weiderhold and G. Welch. The panel members bear no responsibility for any specific choices in the paper; instead, they were a source of brainstorming and information. Moreover, we thank J. Hancock, R. Ratan and P. Rosedale for helpful discussions and feedback on early drafts.
Author information
Authors and Affiliations
Contributions
Authorship is alphabetical by last name. All authors contributed to conceptualization, original draft writing, visualization and editing. All authors read and agreed to the final version of this manuscript.
Corresponding author
Ethics declarations
Competing interests
The authors declare no competing interests.
Peer review
Peer review information
Nature Human Behaviour thanks the anonymous reviewers for their contribution to the peer review of this work.
Additional information
Publisher’s note Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.
Rights and permissions
Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law.
About this article
Cite this article
Bailenson, J.N., DeVeaux, C., Han, E. et al. Five canonical findings from 30 years of psychological experimentation in virtual reality. Nat Hum Behav 9, 1328–1338 (2025). https://doi.org/10.1038/s41562-025-02216-3
Received:
Accepted:
Published:
Version of record:
Issue date:
DOI: https://doi.org/10.1038/s41562-025-02216-3
This article is cited by
-
Pixels, pressure and connection: the Metaverse’s impact on gamers
The Journal of Supercomputing (2025)
-
Introducing the Max Lab Pennsylvania Virtual Burglary Project (MAXLAB_PVBP): an open-access virtual reality environment for criminology research
Journal of Experimental Criminology (2025)


