Are virtual reality (VR) interventions for substance use disorders designed for implementation? A rapid review of platform characteristics and clinical fit
Jul 2026· Research Square· 0 citations· 62 references
Medicine
TL;DR
Most recently described VR interventions for SUD have implementation barriers that could limit adoption in community treatment settings, and developers are recommended to design for portable, standalone hardware, keep session length and training burden realistic for community settings, ground therapeutic content in familiar evidence-based practices, and favor interactive over passive designs.
Abstract
Background Virtual reality (VR) interventions show promise for improving substance use disorder (SUD) treatment outcomes, but successful implementation depends on compatibility with real-world clinical settings. No review has yet characterized the implementation readiness of recently described SUD-focused VR platforms. Methods We conducted a rapid review of peer-reviewed research published between 2020 and 2025 to characterize the implementation readiness of recently described SUD-focused VR platforms, focusing on their technical characteristics, therapeutic goals, and implementation requirements. Following a systematic search, 14 studies were included. Each intervention was coded for platform features such as hardware requirements, interactivity, and clinician involvement using a framework informed by the Consolidated Framework for Implementation Research (CFIR). Results Patient acceptability and tolerability were consistently high across studies. However, several platform characteristics posed potential implementation barriers. Four studies (29%) required PC-tethered hardware or specialized physical spaces that could hinder adoption. A minority (n = 5, 36%) were explicitly grounded in established evidence-based approaches. Ten (71%) were designed primarily as self-guided supplemental interventions largely independent of routine treatment sessions. Conclusions Most recently described VR interventions for SUD have implementation barriers that could limit adoption in community treatment settings. We recommend that developers design for portable, standalone hardware, keep session length and training burden realistic for community settings, ground therapeutic content in familiar evidence-based practices, and favor interactive over passive designs. Addressing these factors proactively will help ensure VR experiences for SUD treatment align with the practical realities of the settings in which they will be used.
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