Submitted:
24 November 2025
Posted:
25 November 2025
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Abstract
Background/Objectives: People living with depression often experience consistent disruptions in the experience of time, which contribute to their suffering, and are considered a diagnostic indicator. We present a scoping review on virtual reality (VR)-based interventions for depression addressing temporal processing or subjective experiences of time. The paper aims to explore the extent to which therapeutic interventions using virtual reality target the temporal dimension of patients' experiences. Methods: We conducted a scoping review, using the PRISMA 2020 standard. The literature search was extended using Research Rabbit and reference list searches. Seventeen papers were selected for final analysis. Results: Our scoping review indicates that the topic of time in VR-based therapeutic interventions for depression remains underrepresented. Of the seventeen papers reviewed, only two explicitly deal with this issue, while the rest touch upon it briefly or implicitly. The studies suggest that VR's main advantage in modifying the experience of time in depression is its potential to generate immersion and to scaffold imagination through visualization. The main limitations are methodological: most of the research is exploratory, reports short-term effects and utilizes a wide variety of empirical designs and therapeutic approaches.
Keywords:
1. Introduction
2.Experience of Time, Depression and VR Interventions—An Overview
2.1. Experience of Time in Depression
2.2. VR Therapy for Depression
2.3. VR Interventions and Time Experience
3. Materials and Methods
4. The Research Landscape
4.1. Engaging the Present
4.2. From Engaging the Present to Orienting Toward the Future
4.3. Modulating Time Experience in VR
5. Results
6. Discussion and Future Directions
6. Conclusion
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
| VR | Virtual Reality |
| MDD | Major Depressive Disorder |
| DSM-5-TR | Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition, Text Revision |
| CBT | Cognitive Behavioural Therapy |
| PTSD | Post-traumatic stress disorder |
| PRISMA | Preferred Reporting Items for Systematic Reviews and Meta-Analyses |
| BA | Behavioural Activation |
| EYME | Explore Your Meanings |
| WMT | Working Memory Training |
| 1 | In Huang et al. (2022) study patients received average 22 in Hamilton Depression Rating Scale. |
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| Author | Clinical condition | Therapeutic strategy | Description of VR intervention | Time dimension | Psychological effects regarding time |
|---|---|---|---|---|---|
| Buele et al. (2024) | Geriatric depression and mild cognitive impairment | Skills training Enhancing cognitive functioning |
Real life motor training supported by VR-based cognitive training involving simulated daily life tasks. | Present | Improved executive functions, spatial and temporal orientation. |
| Colombo et al. (2022) | MDD | Behavioural activation Psychoeducation |
Behavioural activation (BA) protocol using VR. Subjects participated in favourite activities through Google Earth VR. | Present Future |
Moderate to large increase in the time spent planning and engaging in the activities scheduled during the intervention. |
| Fernandez-Alvarez et al. (2021) | MDD | Mental imagery | Participants recalled positive autobiographical memory using Google Earth VR app. | Present Past |
VR used to provide a spatial reference and evocative environment for recalling positive memories, reducing rumination. |
| García-Gutiérrez et al. (2025) | MDD and social phobia | Cognitive restructuring | Participant used EYME digital platform in VR to visualize and imagine personal cognitive schemas and shape self-perception. | Present Future |
Enhancing positive future oriented imagining. |
| Huang et al. (2022) | MDD | Enhancing cognitive functioning | Working Memory Training (WMT) through VR app (e.g. supermarket shopping, flowerpot replenish). | Present Future | VR-based working memory training indirectly boost event-based prospective memory performance |
| Igarzábal et al. (2021) | None | None (Time perception manipulation) |
Participants waited for 7.5 minutes in a VR room. | Present | Participants in VR were more bored and experienced a slower passage of time compared to the real waiting room scenario. |
| Ke et al. (2024) | None | None (Time perception manipulation) |
Participants performed a cycling task while exposed to surrounding exercising avatars in a VR gym. | Present | Faster self-motion in VR and higher exercise intensity of avatars accelerated subjective passage of time and, to a certain extent, time duration judgments. |
| Landeck et al. (2023b) | None | None (Time perception manipulation) |
Participants were exposed to objects displaying different motion types (e.g., pendulum). | Present | Effects of the motion of virtual zeitgebers on time duration estimation and subjective passage of time. |
| Landeck et al. (2023a) | None | None (Time perception manipulation) |
Participants were exposed to the motion of the virtual tunnel. | Present | Effect of the density and speed of a virtual tunnel on the illusion of self-motion and the perception of time. |
| Landeck et al. (2024) | None | None (Time perception manipulation) |
Participants were exposed to virtual zeigebers (clock and orbit pendulum). | Present | Effect of different types of motion (slow/medium/fast and regular/irregular) of virtual zeitgebers on time duration estimation and subjective passage of time. |
| Mao et al. (2024) | Depression, anxiety, and cancer-related fatigue | Skills Training | Mindfulness Training in VR app that supported a personalized course, intelligent monitoring, emotion tracking, and games. | Present | Multisensory VR scenarios with meditative music enhanced immersion, helping patients focus on the present moment and expand body awareness. |
| Miller et al. (2023) | Depression | Psychoeducation Behavioural activation Skills training |
Self-guided VR-CBT application supporting behavioral activation, mood tracking, mindfulness and activity scheduling, problem-solving and continued activity | Present Future |
Mood tracking and activity scheduling via VR app increased sense of control, emotional regulation and time structuring. Activity scheduling helped to impose structure on time. |
| Olasz et al. (2024) | Anxiety | Skills Training | Mindfulness session on a VR beach with voice-guided breathing, body scan, and visualization to engage imagination. | Present | VR-mediated mindfulness exercises accelerated the perceived passage of time. The effect of acceleration is linked to immersion and flow state. |
| Rutrecht et al. (2021) | None | None (Time perception manipulation) |
Participants played a fast-paced game Thumper in both VR and desktop versions. Difficulty progressively increased. | Present | The flow state generated faster subjective perception of time, but did not significantly influence the underestimation of time duration. |
| Unruh et al. (2024) | None | None (Time perception manipulation) |
VR used to elicit an Out-Of-Body experience. Participants experienced a transition from the first- to third-person perspective in VR. | Present | Disembodiment and transition from first- to a third-person perspective affect time duration estimations and subjective experience of time passage. |
| Unruh et al. (2021) | None | None (Time perception manipulation) |
Waiting in a real room vs. a VR room (avatar and no-avatar conditions). | Present | Effect of virtual embodiment on time duration estimation and subjective passage of time. |
| Wang et al. (2025) | None | None (Time perception manipulation) |
1-minute VR scenes featuring either evocative or conventional content. | Present | Evocative VR environments lead to faster experienced passage of time. |
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