Submitted:
02 April 2025
Posted:
02 April 2025
You are already at the latest version
Abstract
Keywords:
1. Introduction
1.1. Background
1.2. Research Context
1.3. Research Framework
2. Literature Review
2.1. Current Design Challenges in Virtual Reality Exposure Therapy
2.2. Emotional Design Fundamentals
2.3. Norman’s Three Levels of Design
2.3.1. Visceral Level
2.3.2. Behavioral Level
2.3.3. Reflective Level
2.4. Key Developments in VR for Mental Health Treatment
2.4.1. Anxiety and Phobias
- Graduated exposure control with precise environmental manipulation
- Real-time physiological monitoring during exposure sessions (Park et al., 2019)
- Customizable scenario development based on individual triggers and anxiety profiles
- Integration with biofeedback for enhanced treatment response
- Progressive challenge scaling tailored to individual tolerance levels
- Emotional state assessment through physiological markers
2.4.2. Depression and Stress Management
2.4.3. Post-Traumatic Stress Disorder (PTSD)

2.5. Technical Integration and Implementation
2.5.1. Technical Implementation Considerations
2.5.2. User Experience Factors
2.5.3. Emotional Engagement
2.5.4. Safety and Comfort
3. Methodology
3.1. Research Design
3.2. Data Collection and Selection
3.3. Meta-Analysis Approach
![]() |
3.4. Limitations of the Methodology
3.5. Framework Development Process
3.5.1. From Analysis to Framework Development

4. Emotional Design Implementation Framework for Virtual Reality Exposure Therapy
4.1. Analysis of Design Elements in Virtual Reality Exposure Therapy
4.1.1. Visceral Design Elements
4.1.2. Behavioral Design Elements
4.1.3. Reflective Design Components
4.1.4. Analysis of Design Elements in VRET Applications
4.2. Clinical Integration Factors
4.2.1. VR Platforms in Clinical Use
![]() |
4.3. Quality Assurance
5. Discussion
5.1. Framework Evaluation
5.1.1. Theoretical Alignment
5.1.2. Practical Viability
5.2. Implementation Challenges
5.2.1. Technical and Resource Requirements
- High-performance rendering systems that provide at least 90 frames per second to ensure emotional immersion;
- Low-latency response times, ideally under 20 milliseconds, are essential for creating believable interactions and fostering emotional presence.
- Integration with emotional monitoring systems to facilitate adaptive responses based on the patient’s state;
- Robust data analytics that can track and analyze patterns of emotional engagement.
5.2.2. Clinical Integration and Risk Management
- Monitoring and managing heightened emotional responses elicited by the immersive design;
- Establishing protocols for emotional decompression after deeply engaging sessions;
- Ensuring emotional safety while also maximizing therapeutic challenges;
- Maintaining appropriate boundaries between emotional engagement and overwhelming experiences.
5.2.3. Field Impact
6. Conclusions
6.1. Summary of Key Findings
6.2. Research Contributions
6.3. Future Research Directions
- Adapting emotional design elements to accommodate the diverse emotional expressions and responses in different cultural contexts.
- Developing personalization algorithms that customize emotional design features to align with individual psychological profiles.
- Integrating advanced sensory feedback systems to deepen emotional immersion.
- Creating more sophisticated visualizations for monitoring emotional progress.
References
- Aftab, M., and Helen A. Rusli. 2017. “Designing Visceral, Behavioural and Reflective Products.” Chinese Journal of Mechanical Engineering 30 (2017): 1058 - 1068. [CrossRef]
- Alipour, M., M. Moghaddam, K. Vaidhyanathan, and M. Kjærgaard. 2023. “Emoticontrol: Emotions-based Control of User-Interfaces Adaptations.” Proceedings of the ACM on Human-Computer Interaction 7:1-29. [CrossRef]
- Baghaei, Nilufar, Vibhav Chitale, Andrej Hlasnik, Lehan Stemme, Hai-Ning Liang, and Richard Potter. 2021. “Virtual Reality for Supporting the Treatment of Depression and Anxiety: Scoping Review.” JMIR Mental Health 8, no. 9 (April). [CrossRef]
- Botella, C., J. Fernández-Álvarez, V. Guillén, A. García-Palacios, and R: Baños. 2017. “Recent progress in virtual reality exposure therapy for phobias: a systematic review.” Current Psychiatry Reports 19 (7). [CrossRef]
- Carpenter, Joseph K., Leigh A. Andrews, Sara M. Witcraft, Mark B. Powers, Jasper A. Smits, and Stefan G. Hofmann. 2018. “Cognitive behavioral therapy for anxiety and related disorders: A meta-analysis of randomized placebo-controlled trials.” Depression and Anxiety 35, no. 6 (June): 502 - 514. [CrossRef]
- Carvalho, Margarida, and Lídia Oliveira. 2017. “Emotional Design in Web Interfaces.” Observatorio (OBS) 11 (2): 14-34. [CrossRef]
- Cieślik, B., J. Mazurek, S. Rutkowski, P. Kiper, A. Turolla, and A. zczepańska-Gieracha. 2020. “irtual reality in psychiatric disorders: A systematic review of reviews.” Complementary therapies in medicine 52:102480. [CrossRef]
- Cipresso, P., I. Giglioli, M. Raya, and G. Riva. n.d. “The past, present, and future of virtual and augmented reality research: a network and cluster analysis of the literature.” Frontiers in Psychology 9. [CrossRef]
- Fodor, L., Carmen D. Cotet, Pim Cuijpers, Ștefan Szamoskozi, Daniel David, and Ioana A. Cristea. 2018. “The effectiveness of virtual reality based interventions for symptoms of anxiety and depression: A meta-analysis.” Scientific Reports 8, no. 10323 (July). [CrossRef]
- Freeman, D. 2020. “Virtual reality (VR) for the treatment of mental health disorders.” Journal of Neurology, Neurosurgery & Psychiatry 2020 91, no. e3 (July).
- Freeman, D:, S. Reeve, A. Robinson, A. Ehlers, D. Clark, B. Spanlang, and M. Slanter. 2017. “Virtual reality in the assessment, understanding, and treatment of mental health disorders.” Psychological Medicine 47, no. 14 (March). [CrossRef]
- Geraets, C., E. Van Der Stouwe, R. Pot-Kolde, and W. Veling. 2021. “Geraets, C., Van Der Stouwe, E., Pot-Kolder, R., & Veling, W. (2021). Advances in immersive virtual reality interventions for mental disorders: A new reality?” Current Opinion in Psychology 41:40-45. [CrossRef]
- Gregg, L., and N. Tarrier. 2007. “Virtual reality in mental health.” Social Psychiatry and Psychiatric Epidemiology 42:343-354. [CrossRef]
- Gureje, O., J. Appiah-Poku, T. Bello, L. Kola, and S. Seedat. 2020. “Effect of collaborative care between traditional and faith healers and primary health-care workers on psychosis outcomes in Nigeria and Ghana (COSIMPO): a cluster randomised controlled trial.” The Lance 396:612-622. . [CrossRef]
- Hakatie, Annaleena, and Toni Ryynänen. 2006. “roduct attributes and the model of emotional design: how the product development engineers perceive product features?” In Conference on Design and Emotion, (September). https://researchportal.helsinki.fi/en/publications/product-attributes-and-the-model-of-emotional-design-how-the-prod.
- Huang, Junping, Yeshambel T. Nigatu, Rachel Smail-Crevier, Xin Zhang, and Jianli Wang. 2018. “Interventions for common mental health problems among university and college students: A systematic review and meta-analysis of randomized controlled trials.” Journal of Psychiatric Research 107 (December): 1-10.
- Jerdan, S., M. Grindle, H. Van Woerden, and M. Boulos. 2018. “Head-Mounted Virtual Reality and Mental Health: Critical Review of Current Research.” JMIR Serious Games 6. [CrossRef]
- Kayrouz, Rony, Blake F. Dear, Bechara Kayrouz, Eyal Karin, Milena Gandy, and Nickolai Titov. 2018. “Meta-analysis of the efficacy and acceptability of cognitive-behavioural therapy for Arab adult populations experiencing anxiety, depression or post-traumatic stress disorder.” Cognitive Behaviour Therapy 47, no. 5 (February): 412-430. [CrossRef]
- Khan, Z., O. Qureshi, A. Pasha, O. Majid, S. Saleem, P. Fearon, and M. Shaikh. 2023. “Exploring biomedical and traditional care pathways for people with psychosis in Karachi, Pakistan.” Frontiers in Psychiatry 14. [CrossRef]
- Kritikos, J., G. Tzannetos, A. Mehmeti, M. Douloudi, G. Nikolaou, and D. Koutsouris. 2020. “Comparison between full body motion recognition camera interaction and hand controllers interaction used in virtual reality exposure therapy for acrophobia.” Sensors 20 (4): 1244. [CrossRef]
- Lee, T.P. n.d. “Shaping product form based on consumers’ cognition.” In _INTERNATIONAL CONFERENCE ON ENGINEERING DESIGN, ICED’07 28–31 (34th ed).
- Li, H., Zhengping Li, and Lijun Wang. 2024. “P-4.9: a comprehensive study of VR exposure therapy combined with EEG signals in the treatment of psychiatric disorders.” SID Symposium Digest of Technical Papers 55 (S1): 784-787. [CrossRef]
- Li, Y. 2024. “Web Design for Emotion Tracking in Individuals with Major Depressive Disorder.” Highlights in Science Engineering and Technology 85:609–615. [CrossRef]
- Mahmud, A., H. Zakaria, M. Yusoff, N. Jaafar, A. Baharudin, and A. Tamil. 2022. “Brief virtual reality exposure therapy and its effects on negative and positive emotions among healthy working adults: a feasibility study.” ALPHA PSYCHIATRY 23 (5): 223-229. [CrossRef]
- Malekar, Sakshi. 2024. “The Role of HCI in Developing AR/VR Experiences.” International Journal For Multidisciplinary Research. 6 (5). [CrossRef]
- Maples-KellerJ, J., B. Bunnell, S. Kim, and B. Rothbaum. 2017. “The Use of Virtual Reality Technology in the Treatment of Anxiety and Other Psychiatric Disorders.” Harvard Review of Psychiatry 25:103-113. [CrossRef]
- “Meta Quest 3: Mixed Reality VR Headset - Shop Now.” n.d. Meta Store. Accessed March 2, 2025. https://www.meta.com/quest/quest-3/.
- Misri, Izzuddinazwan, and Amer S. Zainol. 2021. “Design DNA: Theory Reviewing Behind the Behavioral Aspect in the Levels of Design.” International Journal of Art and Design 5, no. 3 (June). [CrossRef]
- Park, M., D. Kim, U. Lee, E. Na, and H. Jeon. 2019. “A Literature Overview of Virtual Reality (VR) in Treatment of Psychiatric Disorders: Recent Advances and Limitations.” Frontiers in Psychiatry 10. [CrossRef]
- Pira, B. Aquilini, A. Davoli, S. Grandi, and C. Ruini. 2023. “The Use of Virtual Reality Interventions to Promote Positive Mental Health: Systematic Literature Review.” JMIR Mental Health 10. [CrossRef]
- Riva, G., and S. Serino. 2020. “Virtual Reality in the Assessment, Understanding and Treatment of Mental Health Disorders.” ournal of Clinical Medicine 9. [CrossRef]
- Schroeder, A., B. Bogie, T. Rahman, A. Thérond, H. Matheson, and S. Guimond. 2021. “Feasibility and Efficacy of Virtual Reality Interventions to Improve Psychosocial Functioning in Psychosis: Systematic Review.” JMIR Mental Health 9. [CrossRef]
- Schroeder, Will. 2004. Books. 5th ed. Vol. 11. N.p.: Interactions. [CrossRef]
- Schwartze, D., S. Barkowski, B. Strauss, C. Knaevelsrud, and J. Rosendahl. 2019. “Efficacy of group psychotherapy for posttraumatic stress disorder: Systematic review and meta-analysis of randomized controlled trials.” Psychotherapy Research 29 (4): 415 - 431. [CrossRef]
- Sutcliffe, A., C. Poullis, A. Gregoriades, I. Katsouri, A. Tzanavari, and K. Herakleous. 2019. “Reflecting on the Design Process for Virtual Reality Applications.” International Journal of Human–Computer Interaction 35 (2). [CrossRef]
- Tsamitros, N., O. Tatar, A. Abdel-Baki, H. Bakouni, A. Bahremand, T. Lecomte, and D. Jutras-Aswad. 2023. “Current Evidence on Virtual Reality-Based Interventions for the Treatment of Mental Disorders.” European Psychiatry 66:S528-S528. [CrossRef]
- Veling, W. 2022. “Fears, Fun and Voices – an update on VR Treatments for Psychosis.” European Psychiatry 65:S22-S22. [CrossRef]
- “VIVE Pro 2 Headset - High-Resolution Virtual Reality for PC.” n.d. HTC Vive. Accessed March 2, 2025. https://www.vive.com/us/product/vive-pro/.
- Wang, Y. 2024. “Enhancing User Experience Using a Framework Integrating Emotion Recognition and Eye-Tracking.” Highlights in Science, Engineering and Technology 85. [CrossRef]
| 1 |
Joseph K. Carpenter et al., “Cognitive Behavioral Therapy for Anxiety and Related Disorders: A Meta-Analysis of Randomized Placebo-Controlled Trials,” Depression and Anxiety 35, no. 6 (June 2018): 502–514, https://doi.org/10.1002/da.22728.
L. Fodor et al., “The Effectiveness of Virtual Reality-Based Interventions for Symptoms of Anxiety and Depression: A Meta-Analysis,” Scientific Reports 8, no. 10323 (July 2018): n.p., https://doi.org/10.1038/s41598-018-28113-6.
B. Pira et al., “The Use of Virtual Reality Interventions to Promote Positive Mental Health: Systematic Literature Review,” JMIR Mental Health 10 (2023): n.p., https://doi.org/10.2196/44998.
N. Tsamitros et al., “Current Evidence on Virtual Reality-Based Interventions for the Treatment of Mental Disorders,” European Psychiatry 66 (2023): S528, https://doi.org/10.1192/j.eurpsy.2023.1118.
|
| 2 |
L. Fodor, Carmen D. Cotet, Pim Cuijpers, Ștefan Szamoskozi, Daniel David, and Ioana A. Cristea, “The Effectiveness of Virtual Reality-Based Interventions for Symptoms of Anxiety and Depression: A Meta-Analysis,” Scientific Reports 8, no. 10323 (July 2018): 1–12, https://doi.org/10.1038/s41598-018-28113-6.
Nilufar Baghaei, Vibhav Chitale, Andrej Hlasnik, Lehan Stemme, Hai-Ning Liang, and Richard Potter, “Virtual Reality for Supporting the Treatment of Depression and Anxiety: Scoping Review,” JMIR Mental Health 8, no. 9 (April 2021): 1–21, https://doi.org/10.2196/29681.
N. Tsamitros, O. Tatar, A. Abdel-Baki, H. Bakouni, A. Bahremand, T. Lecomte, and D. Jutras-Aswad, “Current Evidence on Virtual Reality-Based Interventions for the Treatment of Mental Disorders,” European Psychiatry 66 (2023): S528, https://doi.org/10.1192/j.eurpsy.2023.1118.
B. Pira, A. Aquilini, A. Davoli, S. Grandi, and C. Ruini, “The Use of Virtual Reality Interventions to Promote Positive Mental Health: Systematic Literature Review,” JMIR Mental Health 10 (2023): 1–15, https://doi.org/10.2196/44998.
|
| 3 |
S. Jerdan et al., “Head-Mounted Virtual Reality and Mental Health: Critical Review of Current Research,” JMIR Serious Games 6 (2018): n.p., https://doi.org/10.2196/games.9226.
J. Kritikos et al., “Comparison between Full Body Motion Recognition Camera Interaction and Hand Controllers Interaction Used in Virtual Reality Exposure Therapy for Acrophobia,” Sensors 20, no. 4 (2020): 1244, https://doi.org/10.3390/s20051244.
|
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2025 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).


