VR-Based Creative Interventions for Vulnerable Populations: A Scoping Review and HCI Design Framework
Abstract
1. Introduction
1.1. Problem Statement and Rationale
1.2. Research Questions
- RQ1: What empirical evidence exists regarding emotional resilience, psychological well-being, creative engagement, and social integration outcomes in VR-based creative interventions for vulnerable populations?
- RQ2: What candidate psychological and technological mechanisms are reported or implied in the mapped literature?
- RQ3: What moderators, implementation factors, and evidence gaps are identifiable across the mapped studies?
1.3. Target Population and Scope
2. Methods: Structured Scoping Review and Conceptual Framework Development
2.1. Review Design
2.2. Search Strategy
- VR terms: (“virtual reality” OR “VR” OR “immersive environment” OR “head-mounted display” OR “HMD”);
- Creative/emotional terms: (“creative expression” OR “art therapy” OR “digital art” OR “emotional resilience” OR “psychological well-being” OR “anxiety” OR “mood”);
- Population terms: (“vulnerable population” OR “breast cancer” OR “chronic illness” OR “oncology” OR “social isolation” OR “elderly” OR “trauma”).
2.3. Inclusion and Exclusion Criteria
2.4. Study Selection and Data Extraction
- Bibliographic information (authors, year, journal);
- Population characteristics (type of vulnerability, sample size, age, gender);
- VR intervention (hardware, software, duration, frequency, creative tasks);
- Outcome measures (instruments used);
- Main findings (qualitative and quantitative, where available);
- Reported mechanisms and moderators;
- Economic or implementation outcomes (cost, scalability, adoption barriers) where available;
- Limitations.
2.5. Quality Assessment
2.6. Synthesis Approach
2.7. Evidence Relevance Classification
2.8. Framework Derivation Procedure
3. Results
3.1. Study Selection and Corpus Composition (PRISMA-ScR-Informed Flowchart)
Quality Appraisal
3.2. RQ1: Mapped Outcome Evidence
3.2.1. Emotional Resilience
- Torres García et al. [29]: In breast cancer patients before first chemotherapy, a four-session VR psychoeducational protocol reduced anticipatory anxiety, depression, and emotional distress more than standard psychoeducation and improved disease-coping dimensions measured with the MINI-MAC coping scale.
3.2.2. Anxiety and Mood
- Torres García et al. [29]: In breast cancer patients before the first chemotherapy, VR-based psychoeducation produced greater reductions in anxiety, depression, and emotional discomfort than standard psychoeducation and improved coping responses.
- Ding et al. [31]: VR sculpting in a repeated-measures university sample significantly decreased GAD-7 anxiety scores, increased positive affect on PANAS, and improved HRV indices; relevance to vulnerable clinical populations requires replication.
- Chirico et al. [10], Fabi et al. [11], Buche et al. [35], and Burrai et al. [7]: oncology studies from Italian and French clinical contexts provide partial evidence that supportive immersive VR may reduce anxiety, support emotional management, or improve distress-related outcomes during chemotherapy or antiblastic therapy. However, most of these interventions are supportive, psychoeducational, relaxation-based, or distraction-based rather than explicitly creative, and therefore cannot be treated as direct evidence of the efficacy of creative VR.
- Di Pompeo et al. [36], Schröder et al. [6], Rutkowski et al. [14], Burrai et al. [8], and Gautama et al. [12]: systematic reviews and meta-analyses support VR as a plausible tool for anxiety and symptom reduction while emphasising heterogeneity, small sample sizes, and the need for standardised protocols.
3.2.3. Social Integration
- Thabrew et al. [37]: an open trial with hospitalised children and young people found immersive reality technology feasible and potentially useful for reducing social isolation and improving connectedness and well-being.
- Kershner et al. [38]: a pilot randomised trial of remote group-mediated VR physical activity in older adults supports the feasibility, acceptability, and relevance of group-mediated VR for social connection, though it is not a creative-art intervention.
- Zeevi [28]: VR art-therapy and Croatian-language VR therapy evidence support the clinical relevance of virtual environments for socially anxious or communication-vulnerable users, while requiring cautious transfer to oncology-focused creative VR.
3.2.4. Creative Engagement
- Graessler and Taplick [40] and Yuan and Gao [41]: VR can support creativity, engagement, avatar-mediated interaction, and peer presence in educational or design-learning settings; these findings are relevant to design principles but should not be generalised directly to vulnerable clinical populations.
- Wagener et al. [42]: Mood Worlds demonstrates an immersive environment for autonomous emotional expression and supports the design relevance of user-led affective creation.
- Cohen [27]: adolescent VR art-making enabled three-dimensional safe-space construction and was described as an expressive tool supporting engagement and empowerment.
- Archer et al. [18], Erdoğan Yüce et al. [30], and Folgieri et al. [45]: broader creative-arts and art-experience literature supports the relevance of emotional expression and creativity for psycho-oncology and well-being outcomes, but it remains adjacent evidence. It should inform the selection of mechanisms and the design rationale, not make direct claims about the efficacy of VR creative intervention.
3.3. RQ2: Mechanisms
3.4. RQ3: Moderators
3.5. Economic and Implementation Outcomes: Availability in Included Studies
4. Discussion: Interpretation of the Mapped Evidence
4.1. Summary of Evidence
4.2. Theoretical Contributions of VR-CREAT
4.3. Distinctive Contribution Relative to Adjacent Perspectives
5. The VR-CREAT Framework as a Synthesis Product
5.1. Operationalisation of the VR-CREAT Model
5.2. Theoretical Foundations of the Framework
- Immersion and presence: Slater and Wilbur (1997) [48]: the subjective feeling of “being there” in a virtual environment;
- Emotional safety: Rogers (1957) [33]: the conditions for psychological exploration without threat;
- Creative agency and autonomy: Deci and Ryan (1985) [49]: Self-Determination Theory’s emphasis on autonomy and competence;
- Symbolic externalisation: Winnicott (1971) [50]: the use of transitional objects and creative play in psychological development;
- Mastery experiences: Bandura (1977) [32]: self-efficacy gained through successful task completion.
5.3. Layer 1: Core Technological Affordances
5.4. Layer 2: Psychological Mechanisms (Mediators)
5.5. Layer 3: Moderating Factors
5.6. Layer 4: Outcomes
6. Implications, Limitations, and Future Evidence Needs
6.1. Limitations of the Review
6.2. Implications for Research
6.3. HCI and Implementation Implications for VR System Design
6.4. Future Implementation and Economic Evaluation Agenda
6.5. Ethical, Accessibility, and Data Governance Considerations as Future Design Constraints
7. Conclusions
7.1. Summary of Contributions
7.2. Final Remarks
Author Contributions
Funding
Data Availability Statement
Acknowledgments
Conflicts of Interest
Appendix A
Appendix A.1
| Ref. | Source Type | Context/Population | Main Relevance to the Review | Role in Synthesis |
|---|---|---|---|---|
| [1] | Narrative/clinical review | Anxiety disorders | VR exposure therapy and anxiety-treatment context | Contextual support |
| [18] | Systematic review of RCTs | Adult cancer patients | Creative psychological interventions in oncology | Secondary evidence/comparator |
| [46] | Meta-analysis | Anxiety disorders | Benchmark for anxiety-treatment effect sizes | Comparator/contextual evidence |
| [32] | Theoretical article | General psychology | Self-efficacy and mastery experiences | Theoretical framework |
| [17] | Systematic review | Medical education | VR-based head-mounted devices in training and education | Technology-adoption context |
| [52] | Theoretical article | Mediated environments | Social presence and embodiment in virtual environments | Theoretical framework |
| [35] | Empirical/clinical article | Chemotherapy patients | VR and emotional management during chemotherapy | Outcome-related evidence |
| [7] | Randomised controlled trial | Cancer patients undergoing antiblastic therapy | Immersive VR effects on cancer-treatment-related symptoms | Primary empirical evidence |
| [8] | Systematic review and meta-analysis | Cancer patients undergoing chemotherapy | VR effects on anxiety, fatigue and pain | Secondary evidence |
| [9] | Mini-review | Cancer treatment | VR during cancer treatment | Oncology VR context |
| [10] | Empirical clinical study | Breast cancer patients during chemotherapy | VR and music therapy for anxiety and mood | Primary empirical evidence |
| [2] | Systematic review of reviews | Psychiatric disorders | VR applications in psychiatric treatment | Secondary evidence |
| [21] | Psychometric/methodological paper | Measurement | Visual Analogue Scale standardisation | Methodological support |
| [27] | Comparative empirical study | Adolescents | 3D VR art-making vs. 2D traditional art-making | Primary creative-engagement evidence |
| [47] | Systematic review and meta-analysis | Depression/psychotherapy | Benchmark for psychotherapy effects | Comparator/contextual evidence |
| [49] | Theoretical monograph | Motivation psychology | Autonomy, competence and self-determination | Theoretical framework |
| [36] | Systematic review | Mood induction/VR | Positive mood induction from real settings to VR | Mechanism-related secondary evidence |
| [31] | Case study/empirical educational intervention | University art class | VR sculpting and anxiety reduction | Creative-engagement evidence; non-clinical |
| [30] | Systematic review and meta-analysis | Cancer patients | Art-based interventions for cancer patients | Secondary evidence/creative intervention context |
| [11] | Prospective clinical study | Early breast and ovarian cancer patients | Immersive VR during chemotherapy | Primary empirical evidence |
| [45] | Conference paper/preliminary study | Art experience/anxiety | BCI and anxiety change during an art experience | Contextual creative-emotional evidence |
| [3] | Narrative/clinical review | Mental health disorders | VR in the assessment and treatment of mental health disorders | Contextual support |
| [19] | Survey validation/needs | Breast cancer patients | Supportive care needs in breast cancer | Population-context evidence |
| [12] | Systematic review and meta-analysis of RCTs | Cancer patients receiving chemotherapy | Immersive VR effectiveness during chemotherapy | Secondary evidence |
| [24] | Psychometric validation study | Italian-speaking populations | Flourishing Scale and SPANE validation | Methodological support |
| [51] | Theoretical monograph | Social interaction | Co-presence and social interaction | Theoretical framework |
| [40] | Empirical design study | Engineering design education | VR and creativity support | Creative-engagement evidence; non-clinical |
| [43] | Qualitative study with expert art therapists | Art therapy/VR | Artistic creation in VR for art therapy | Mechanism and design evidence |
| [44] | Scoping review | VR art therapy | Art as therapy in virtual reality | Secondary evidence/conceptual support |
| [4] | Comprehensive literature review | Medical procedures/pain and distress | VR as a distraction intervention | Background/comparator evidence |
| [38] | Pilot randomised controlled trial | Older adults | Remote group-mediated VR physical activity | Social connection/feasibility evidence |
| [53] | Croatian article/review or clinical discussion | Stuttering therapy | VR therapy in Croatian rehabilitation literature | Croatian-language contextual evidence |
| [39] | Participatory design study | Palliative care | VR life-review therapy system design | Design and co-presence evidence |
| [13] | Preliminary prospective multicentre study | Terminal cancer patients | VR in palliative care symptom management | Primary empirical evidence |
| [22] | Psychometric/methodological paper | Older adults | Resilience Scale psychometric properties | Methodological support |
| [5] | Clinical/theoretical book chapter | Combat-related PTSD | VR exposure therapy for PTSD | Historical/contextual VR therapy support |
| [3] | Theoretical article | Psychotherapy | Psychological safety and therapeutic change | Theoretical framework |
| [14] | Systematic review and meta-analysis | Cancer patients undergoing chemotherapy | VR for anxiety and fatigue in chemotherapy | Secondary evidence |
| [6] | Systematic review and meta-analysis of RCTs | Anxiety disorders | VR applications in anxiety treatment | Secondary evidence |
| [15] | Systematic review and meta-analysis | Palliative care | Effectiveness of VR in palliative care | Secondary evidence |
| [48] | Theoretical article | Immersive virtual environments | Presence and immersion framework | Theoretical framework |
| [37] | Open trial | Hospitalised children and young people | Immersive reality for social isolation and connectedness | Primary empirical evidence |
| [20] | Methodological paper | Qualitative synthesis | Thematic synthesis method | Methodological support |
| [25] | Empirical cancer survivorship study | Cancer survivors | Posttraumatic growth and quality of life | Contextual outcome evidence |
| [29] | Randomised study | Breast cancer patients before chemotherapy | VR intervention for anxiety, depression and coping | Primary empirical evidence |
| [26] | Reporting guideline | Scoping reviews | PRISMA-ScR checklist and explanation | Methodological support |
| [23] | Psychometric validation study | Italian-speaking populations | Italian adaptation of the Big Five Inventory | Methodological support |
| [42] | Empirical HCI/design study | Emotional expression in VR | Mood Worlds and Autonomous Emotional Expression | Creative-emotional design evidence |
| [50] | Theoretical monograph | Psychoanalysis/creativity | Transitional objects and creative play | Theoretical framework |
| [34] | Randomised controlled trial | Palliative care patients | FLOW-VRT-Relaxation vs. traditional relaxation | Primary empirical evidence |
| [41] | Empirical educational study | VR classrooms | Avatar appearance and peer interaction | Social/peer-interaction evidence; non-clinical |
| [16] | Review | Breast cancer/oncology | VR as a supportive tool in breast cancer treatment | Secondary evidence |
| [28] | Clinical/art-therapy case-based article | Adolescents | Integration of VR into art therapy | Creative-expression and therapeutic-engagement evidence |
Appendix A.2
| Database | Date Searched | Full Search String | Limits Applied | Records Retrieved |
|---|---|---|---|---|
| PubMed | Original search: December 2025; rerun for database-specific counts: 27 May 2026 | ((“virtual reality” [Title/Abstract] OR “VR” [Title/Abstract] OR “immersive environment” [Title/Abstract] OR “head-mounted display” [Title/Abstract] OR “HMD” [Title/Abstract]) AND (“creative expression” [Title/Abstract] OR “art therapy” [Title/Abstract] OR “digital art” [Title/Abstract] OR “emotional resilience” [Title/Abstract] OR “psychological well-being” [Title/Abstract] OR “anxiety” [Title/Abstract] OR “mood” [Title/Abstract]) AND (“vulnerable population” [Title/Abstract] OR “breast cancer” [Title/Abstract] OR “chronic illness” [Title/Abstract] OR “oncology” [Title/Abstract] OR “social isolation” [Title/Abstract] OR “elderly” [Title/Abstract] OR “trauma” [Title/Abstract])) | 2015–2025; English, Italian, and Croatian; humans; empirical publication types where available, including Clinical Study, Clinical Trial, Controlled Clinical Trial, Randomized Controlled Trial, Observational Study, Comparative Study, Evaluation Study, Validation Study, Multicenter Study, Case Reports, and Conference Proceedings. Reviews, meta-analyses, scoping reviews, editorials, letters, comments, guidelines, preprints, datasets, errata, retractions, and news items were not treated as primary empirical sources. | 51 |
| Scopus | Original search: December 2025; rerun for database-specific counts: 27 May 2026 | TITLE-ABS-KEY ((“virtual reality” OR VR OR “immersive environment” OR “head-mounted display” OR HMD) AND (“creative expression” OR “art therapy” OR “digital art” OR “emotional resilience” OR “psychological well-being” OR anxiety OR mood) AND (“vulnerable population” OR “breast cancer” OR “chronic illness” OR oncology OR “social isolation” OR elderly OR trauma)) | 2015–2025; English, Italian, Croatian; articles, reviews screened for references, and conference papers | 413 |
| Web of Science Core Collection | Original search: December 2025; rerun for database-specific counts: 27 May 2026 | TS = ((“virtual reality” OR VR OR “immersive environment” OR “head-mounted display” OR HMD) AND (“creative expression” OR “art therapy” OR “digital art” OR “emotional resilience” OR “psychological well-being” OR anxiety OR mood) AND (“vulnerable population” OR “breast cancer” OR “chronic illness” OR oncology OR “social isolation” OR elderly OR trauma)) | 2015–2025; English, Italian, Croatian; article and proceedings paper document types | 301 |
| PsycINFO | Original search: December 2025; rerun for database-specific counts: 27 May 2026 | ((“virtual reality” OR VR OR “immersive environment” OR “head-mounted display” OR HMD) AND (“creative expression” OR “art therapy” OR “digital art” OR “emotional resilience” OR “psychological well-being” OR anxiety OR mood) AND (“vulnerable population” OR “breast cancer” OR “chronic illness” OR oncology OR “social isolation” OR elderly OR trauma)) | 2015–2025; English, Italian, Croatian; peer-reviewed journal articles and empirical studies where available | 196 |
| Google Scholar | Original search: December 2025; rerun for database-specific counts: 27 May 2026 | Targeted simplified searches combining the main terms, including: “virtual reality” “creative expression” “vulnerable populations”; “virtual reality” “art therapy” “breast cancer”; “VR” “emotional resilience” “oncology”; “immersive virtual reality” “social isolation” “well-being”; “virtual reality” “creative engagement” “anxiety” | 2015–2025 where identifiable; English, Italian, Croatian; first 200 results sorted by relevance screened | 200 |
| Total | — | — | — | 1161 |
Appendix A.3
| Ref. | Study | Study Design/MMAT Category | Evidence Role | Overall Appraisal | MMAT Judgement Summary | Main Quality Concern |
|---|---|---|---|---|---|---|
| [35] | Buche et al. 2023 | Quantitative non-randomised/clinical empirical study | Partial evidence | Moderate | S1 Y; S2 Y; Q1 Y; Q2 PY; Q3 PY; Q4 Y; Q5 PY | Supportive clinical VR evidence; creative component not explicit; limited generalisability to creative VR |
| [7] | Burrai et al. 2023 | Quantitative randomised controlled trial | Partial evidence | Moderate/high | S1 Y; S2 Y; Q1 Y; Q2 Y; Q3 PY; Q4 Y; Q5 PY | RCT design strengthens internal validity, but the intervention is supportive VR rather than explicitly creative |
| [10] | Chirico et al. 2020 | Quantitative clinical intervention study | Partial evidence | Moderate/high | S1 Y; S2 Y; Q1 Y; Q2 Y; Q3 PY; Q4 Y; Q5 PY | Relevant oncology setting, but VR/music intervention is primarily a distraction/supportive rather than a creative expression |
| [27] | Cohen 2023 | Comparative empirical study | Direct evidence | Moderate | S1 Y; S2 Y; Q1 Y; Q2 PY; Q3 PY; Q4 Y; Q5 PY | Directly relevant to VR art-making, but the adolescent sample and comparative design limit generalisability |
| [31] | Ding et al. 2025 | Case study/repeated-measures empirical intervention | Adjacent evidence | Low/moderate | S1 Y; S2 Y; Q1 PY; Q2 PY; Q3 N; Q4 PY; Q5 PY | VR sculpting is directly relevant to creative engagement, but the sample is non-clinical and the design is preliminary |
| [11] | Fabi et al. 2022 | Prospective clinical study | Partial evidence | Moderate | S1 Y; S2 Y; Q1 Y; Q2 PY; Q3 PY; Q4 Y; Q5 PY | Relevant oncology VR evidence, but the intervention is not explicitly creative and follow-up appears limited |
| [45] | Folgieri et al. 2024 | Preliminary conference study | Adjacent/contextual evidence | Low/moderate | S1 Y; S2 PY; Q1 PY; Q2 PY; Q3 N; Q4 PY; Q5 PY | Preliminary data; useful for art/anxiety context but not a mature VR creative-intervention trial |
| [40] | Graessler and Taplick 2019 | Empirical design/HCI study | Adjacent evidence | Moderate | S1 Y; S2 Y; Q1 Y; Q2 PY; Q3 PY; Q4 Y; Q5 PY | Relevant for VR creativity and design, but educational/design context limits transfer to vulnerable populations |
| [43] | Hacmun et al. 2021 | Qualitative study with expert art therapists | Direct/adjacent mechanism evidence | Moderate/high | S1 Y; S2 Y; Q1 Y; Q2 Y; Q3 Y; Q4 PY; Q5 Y | Strong qualitative relevance to VR art therapy, but based on expert perspectives rather than patient outcomes |
| [38] | Kershner et al. 2024 | Pilot randomised controlled trial | Partial evidence | Moderate/high | S1 Y; S2 Y; Q1 Y; Q2 Y; Q3 PY; Q4 Y; Q5 PY | Useful for group-mediated VR feasibility and social connection, but not a creative-art intervention |
| [39] | Ng et al. 2024 | Participatory design study | Partial/design evidence | Moderate/high | S1 Y; S2 Y; Q1 Y; Q2 Y; Q3 Y; Q4 PY; Q5 Y | Strong design relevance for palliative VR, but primarily system design/life review rather than outcome efficacy |
| [13] | Niki et al. 2019 | Preliminary prospective multicentre study | Partial evidence | Moderate | S1 Y; S2 Y; Q1 Y; Q2 PY; Q3 PY; Q4 Y; Q5 PY | Clinically relevant palliative VR evidence, but non-randomised and not explicitly creative |
| [37] | Thabrew et al. 2022 | Open trial | Partial evidence | Moderate | S1 Y; S2 Y; Q1 Y; Q2 PY; Q3 PY; Q4 Y; Q5 PY | Relevant for social isolation and connectedness, but open design and heterogeneous population limit causal inference |
| [25] | Tomich and Helgeson 2012 | Quantitative observational survivorship study | Contextual empirical evidence | Moderate/high | S1 Y; S2 Y; Q1 Y; Q2 Y; Q3 PY; Q4 Y; Q5 PY | Useful for post-traumatic growth and quality-of-life context, but not VR-based |
| [29] | Torres García et al. 2024 | Randomised/controlled clinical study | Partial evidence | Moderate/high | S1 Y; S2 Y; Q1 Y; Q2 Y; Q3 PY; Q4 Y; Q5 PY | Strong breast cancer VR evidence, but psychoeducational/supportive rather than explicitly creative |
| [42] | Wagener et al. 2022 | Empirical HCI/design study | Adjacent evidence | Moderate/high | S1 Y; S2 Y; Q1 Y; Q2 Y; Q3 PY; Q4 Y; Q5 Y | Highly relevant to autonomous emotional expression in VR, but not clinical/vulnerable-population efficacy evidence |
| [34] | Woo et al. 2024 | Randomised controlled trial | Partial evidence | Moderate/high | S1 Y; S2 Y; Q1 Y; Q2 Y; Q3 PY; Q4 Y; Q5 PY | Stronger clinical design, but relaxation/palliative VR rather than creative VR intervention |
| [41] | Yuan and Gao 2024 | Empirical educational/HCI study | Adjacent evidence | Moderate/high | S1 Y; S2 Y; Q1 Y; Q2 Y; Q3 PY; Q4 Y; Q5 Y | Relevant to avatar interaction and social presence, but the educational context limits clinical transfer |
| [28] | Zeevi 2021 | Clinical/art-therapy case-based article | Direct/creative-expression evidence | Moderate | S1 Y; S2 Y; Q1 Y; Q2 PY; Q3 N; Q4 Y; Q5 PY | Clinically relevant to VR art therapy with adolescents, but case-based and not a controlled outcome study |
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| Evidence Class | Definition | Examples from Corpus | Role in Synthesis |
|---|---|---|---|
| A. Core/direct evidence | VR + active creative engagement + vulnerable population + relevant outcome | Cohen [27], Zeevi [28] | Main evidence for creative-engagement, agency, and direct design claims; not sufficient for strong clinical efficacy claims |
| B. Contextual/partial evidence | VR + vulnerable population + relevant emotional, social, feasibility, or implementation outcome, but no explicit creative component | Torres Garcia et al. [29], Burrai et al. [7], Fabi et al. [11] | Supports feasibility, anxiety, distress, well-being plausibility, and implementation reasoning; not direct proof of creative-VR efficacy |
| C. Adjacent evidence | Creative/art intervention without VR, or VR creativity in non-vulnerable users | Archer et al. [18], Erdogan Yuce and Alkan [30], Ding et al. [31] | Informs design rationale, candidate mechanisms, and outcome selection; not direct clinical evidence |
| D. Contextual/theoretical/methodological | Theory, reviews, psychometrics, methodology, reporting guidance | Bandura [32], Rogers [33], PRISMA-ScR [26] | Supports framework, measurement, background, and methods only; no direct outcome extraction |
| Source Category | Number of Sources | Role in the Manuscript | Used for Outcome Claims? |
|---|---|---|---|
| Primary empirical/design-oriented studies | 19 | Direct, partial, or adjacent empirical/design-oriented evidence | Yes, when directly relevant and empirical/design-oriented |
| Secondary reviews, meta-analyses, scoping reviews, and narrative reviews | 19 | Contextual or comparator evidence; not treated as primary included studies | No direct outcome extraction |
| Theoretical or conceptual sources | 8 | VR-CREAT model development and theoretical scaffolding | No |
| Psychometric, methodological, reporting, or population-context sources | 7 | Measurement, method, reporting, or population-context support | No |
| Mechanism | Description | Evidence Basis | Implication for Technology Design |
|---|---|---|---|
| Immersion/presence | Feeling of being present in the virtual environment and temporarily less focused on real-world stressors | Recurrently described across VR therapy, art therapy, and HCI sources | High-fidelity graphics, low latency, stable tracking, and comfort safeguards are critical |
| Emotional safety | Low-stakes, private environment for emotional exploration | Mainly qualitative and theoretical evidence | Private, non-judgemental spaces; pause/exit controls; ability to erase or redo without consequence |
| Creative agency | User-driven creative choices that restore perceived authorship and control | Direct and adjacent creative-VR evidence | Customisable tools, user-led navigation, flexible difficulty, and meaningful expressive choices |
| Symbolic externalisation | Translating internal states into visible, manipulable, or shareable forms | Art-therapy, qualitative, and design-oriented evidence | Rich visual feedback, abstraction tools, metaphor-friendly environments, and save/revisit functions |
| Co-presence/social connection | Sharing, viewing, or co-creating with others in ways that may normalise emotions and reduce isolation | Social VR, group-mediated, and participatory design evidence | Shared galleries, collaborative projects, avatar-mediated interaction, privacy controls, and moderation tools |
| Mastery/self-efficacy | Completing creative tasks may strengthen perceived competence, control, and confidence | Theoretical and empirical support for mastery experiences | Graded tasks, progress feedback, undo/redo, prompts, and achievable creative goals |
| Moderator | Direction | Evidence Strength | Notes |
|---|---|---|---|
| Prior VR experience | Positive (higher baseline → greater benefit) | Descriptive positive association reported in individual studies | Initial training may be required for users with no prior VR exposure |
| Initial anxiety level | Positive (higher baseline → greater reduction) | Descriptive positive association reported in individual studies | High-anxiety populations may show larger improvements |
| Age | Slightly negative (older → smaller effect on technical ease, not on emotional outcome) | No consistent emotional-outcome moderation; technical ease may vary by age | UI adaptations for older adults may be beneficial, but not strictly necessary |
| Session frequency (≥2×/week vs. weekly) | Positive | Descriptive evidence suggests that more frequent sessions may enhance outcomes | Frequency appears to enhance outcomes, but increases delivery costs |
| Social facilitation (group vs. solo) | Positive for social outcomes | Descriptive evidence suggests stronger effects for social outcomes in group formats | Group formats require a facilitator/moderator, increasing per-session cost |
| Technical quality (high-end vs. low-end VR) | Positive | Descriptive evidence suggests that higher immersion/technical quality may improve engagement | Trade-off: higher upfront hardware cost vs. potentially better user engagement |
| VR-CREAT Mechanism/Layer | HCI Feature or System Requirement | Testable Proposition | Example Evaluation Metric |
|---|---|---|---|
| Immersive presence | Stable low-latency environment, comfort safeguards, seated mode, careful locomotion design | Higher presence and lower cybersickness will predict longer engagement and lower dropout. | Presence scale; cybersickness scale; latency logs; dropout |
| Embodied interaction | 6-DoF input, gesture-based painting/sculpting, accessible controller options | Intuitive embodied creation will reduce interaction errors and increase creative agency. | System Usability Scale; task completion; interaction-error rate; NASA-TLX |
| Creative agency | User-controlled tools, free and guided modes, undo/redo, meaningful expressive choices | Greater expressive choice will increase perceived autonomy and willingness to continue. | Intrinsic Motivation Inventory/autonomy; engagement duration; return rate |
| Symbolic externalisation | Visual metaphor tools, affect labels, abstraction tools, save/revisit functions | Turning internal states into manipulable artefacts will improve emotional articulation. | Affect labelling; qualitative coding; pre–post mood ratings |
| Co-presence/social connection | Shared galleries, collaborative creation, avatars, moderation, privacy-preserving sharing | Safe sharing and co-creation will improve perceived connectedness without reducing privacy comfort. | Social Presence Scale; connectedness scale; privacy-comfort rating |
| Accessibility and data governance | Seated use, fatigue limits, clear exit/pause functions, local-first storage, consent, encryption, retention limits | Accessibility and transparent governance will reduce attrition and increase trust among vulnerable users. | Fatigue/cybersickness; completion/dropout; consent comprehension; trust and data-sharing choices |
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© 2026 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.
Share and Cite
Folgieri, R.; Lucchiari, C.; Gričar, S.; Baldigara, T. VR-Based Creative Interventions for Vulnerable Populations: A Scoping Review and HCI Design Framework. Computers 2026, 15, 384. https://doi.org/10.3390/computers15060384
Folgieri R, Lucchiari C, Gričar S, Baldigara T. VR-Based Creative Interventions for Vulnerable Populations: A Scoping Review and HCI Design Framework. Computers. 2026; 15(6):384. https://doi.org/10.3390/computers15060384
Chicago/Turabian StyleFolgieri, Raffaella, Claudio Lucchiari, Sergej Gričar, and Tea Baldigara. 2026. "VR-Based Creative Interventions for Vulnerable Populations: A Scoping Review and HCI Design Framework" Computers 15, no. 6: 384. https://doi.org/10.3390/computers15060384
APA StyleFolgieri, R., Lucchiari, C., Gričar, S., & Baldigara, T. (2026). VR-Based Creative Interventions for Vulnerable Populations: A Scoping Review and HCI Design Framework. Computers, 15(6), 384. https://doi.org/10.3390/computers15060384

