Virtual Reality and Rehabilitation

Sebastian T. Koenig, Denise Krch, Belinda S. Lange, Albert "Skip" Rizzo

Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review


Virtual reality (VR) technology has seen a recent surge in market adoption for video games, movies, broadcasting of live events, and industries such as real estate and health care. This chapter focuses on evidence and technology released within the past 5 years to avoid discussing outdated or discontinued VR systems. It provides a pragmatic overview of VR technology, including its strengths and limitations, recent research and system development, and future perspectives. The widespread appeal of VR in society, untethered hardware, and integration of VR accessories, tracking devices, and psychophysiological monitoring are among the topics that have pushed VR into the spotlight, even in non traditional VR markets such as rehabilitation psychology. The chapter provides an updated view of VR as a natural fit for clinical use, highlighting key features that can positively impact rehabilitation outcomes and address social and vocational aspects of cognitive rehabilitation. (PsycInfo Database Record (c) 2020 APA, all rights reserved)
Original languageEnglish
Title of host publicationHandbook of Rehabilitation Psychology
EditorsLisa A. Brenner, Stephanie A. Reid-Arndt, Timothy R. Elliott, Robert G. Frank, Bruce Caplan
Place of PublicationWashington, D.C, USA
PublisherAmerican Psychological Association
Number of pages19
ISBN (Print)9781433829857
Publication statusPublished - 2019


  • Virtual reality technology
  • VR
  • health care
  • augmented reality
  • AR
  • clinical use
  • rehabilitation


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