JMIR XR and Spatial Computing (JMXR)
A new peer-reviewed journal for extended reality and spatial computing in health and health care.
Editor-in-Chief:
Ivan Steenstra, PhD, Scientific Editor, JMIR Publications, Ontario, Canada
Impact Factor 1.8 More information about Impact Factor CiteScore 1.6 More information about CiteScore
Recent Articles

In this pilot evaluation of a virtual reality platform for upper-extremity motor rehabilitation, 9 neurotypical participants performed a force-modulated tracking task across 4 trajectory difficulty levels with and without augmented visual feedback; tracking accuracy improved in all conditions, with the descriptive visual-feedback advantage more pronounced at higher difficulty.

Obsessive-compulsive disorder (OCD) is a common mental health disorder that can cause significant impairment to occupational and social functioning. While effective treatments exist, outcomes are often hampered by issues outside of the treatment protocol. Virtual reality (VR) presents a potential solution to help support the effective administration of treatment, but its application in the field of OCD has thus far been limited to replicating real-world environments used in exposure exercises, despite the potential to generate environments and stimuli beyond what is possible in reality. Participatory design methods are an effective way to ensure that the development of novel interventions is relevant to the intended end users and is grounded in their expertise and experiences.

Virtual reality exposure therapy (VRET) has emerged as an effective treatment for individuals with specific phobias, particularly for those unable to access traditional exposure therapy. However, several aspects of VRET applications still require further investigation, including the role of embodied conversational agents as virtual therapists.

Postoperative patients often face pain, reduced mobility, and motivational barriers, while health care systems increasingly struggle with shortages of physiotherapy staff, making the evaluation of digital rehabilitation tools highly relevant. In this context, virtual reality (VR)–based rehabilitation has already shown promise in neurological and musculoskeletal settings, but evidence regarding its acceptance and usability in postoperative inpatient rehabilitation, particularly in surgical settings with potentially older, multimorbid patients, as well as the general acceptance and usability of VR-supported physiotherapy, is still insufficiently investigated.


Augmented reality (AR) and virtual reality (VR) have become mainstream commercial technologies, with AR integrating virtual elements into displays of reality and VR offering fully immersive computer-generated visual experiences. The Apple Vision Pro is a VR headset with an outward-facing display that depicts the user’s eyes to the outside world. This headset is actively incorporated into patient care, but questions remain about the impact of such a device on the patient-physician relationship.

Opioid use disorder (OUD), which leads to thousands of deaths per year, continues to pose a tremendous challenge to health care systems. While medications for opioid use disorder (MOUDs), such as buprenorphine and methadone, are the most effective treatments for OUD, the initial patient conversation and decision to engage in MOUDs remain major barriers. Decision-making is strongly influenced by the patients’ current emotional state. While the emergency department (ED) is a promising access point for initiating MOUDs, patients’ readiness to engage in treatment can be limited, in part, by the negative emotions and experiences associated with the ED visit.

Virtual reality therapeutics (VRx) are emerging as a form of digital therapeutics (DTx) with growing evidence for improving symptoms such as anxiety, pain, and distress. However, real-world adoption remains limited because successful use depends not only on the therapeutic benefits but also on how the intervention is introduced, supported, and integrated into care, in addition to the therapeutic benefits. Existing literature has identified barriers related to clinician familiarity, prescribing pathways, onboarding, and independent use outside the clinic, but few studies have experimentally evaluated how implementation strategies influence early adoption outcomes.

As virtual reality (VR) technology has become more accessible, the potential of this technology has been increasingly investigated in higher education institutions to improve teaching and learning. While VR can provide immersive experiences to support visualization and active learning, its adoption in health professions education is often limited by high costs, technical complexity, and a lack of pedagogical fit. Furthermore, the educator, who is critical to curriculum design, is underrepresented in the discourse on VR integration, especially in resource-constrained environments in South Africa.

The growing global mental health (MH) burden, especially in underresourced communities, calls for innovative, scalable, and culturally responsive training approaches to expand care access and improve outcomes. Task-sharing has shown promise in addressing workforce shortages but is limited by training and supervision challenges. Traditional methods, such as role-playing and standardized patients, are resource-intensive and less scalable. Virtual simulations, including augmented reality (AR), present novel opportunities for immersive and interactive training. An AR-assisted training tool can enable culturally sensitive training while fostering empathy, communication skills, and confidence in handling nuanced MH scenarios. However, AR’s usability and effectiveness for MH task-sharing training remain underexplored.

Virtual reality–based mindfulness interventions (VRbMIs) increasingly populate studies as scalable tools for stress and emotion regulation. However, findings across psychological outcomes are heterogeneous, and methodological variation in intervention design, outcome measurement, and reporting practices limits cross-study comparability and cumulative synthesis.

Anxiety-related symptoms are prevalent and can negatively affect concentration, motivation, and overall well-being. Traditional treatments such as cognitive behavioral therapy and medication work well for clinical anxiety disorders. However, individuals with anxiety often struggle with access, adherence, and staying engaged in treatment. Emerging technologies such as virtual reality (VR) and gamification offer new opportunities to enhance user engagement and motivational processes within digital mental health applications.




