Applications of Virtual Reality to Support Social Communication in Individuals with Autism: A Systematic Review of Immersive Interventions
Abstract
1. Introduction
1.1. Rationale for the Study
1.2. Study Objectives
- What are the characteristics and formats of immersive VR interventions targeting social outcomes?
- What are the populations and settings in which these interventions have been implemented?
- What are the reported outcomes and effectiveness of these interventions?
- What are the methodological strengths and limitations of the included studies?
- What are the trends, gaps, and directions for future research?
2. Materials and Methods
2.1. Eligibility Criteria
2.2. Information Sources and Search Strategy
2.3. Selection Process
2.4. Data-Collection Process
3. Results
3.1. Risk of Bias Analysis
3.2. Basic Information
3.3. Participant Information
3.4. Research Design
3.5. Intervention Characteristics
3.5.1. Social Skills Concepts Addressed in the Intervention
3.5.2. Type of VR Software/Hardware Used in the Intervention
3.5.3. Generalization and Maintenance Phase
3.5.4. Measures
3.6. Conclusions of the Studies
3.6.1. Qualitative Findings
3.6.2. Limitations Reported by the Studies
4. Discussion
4.1. RQ1: What Are the Characteristics and Formats of Immersive VR Interventions Targeting Social Outcomes?
4.2. RQ2: What Populations and Settings Have Been Used in Immersive VR Interventions Targeting Social Outcomes?
4.3. RQ3: What Are the Reported Outcomes and Effectiveness of Immersive VR Interventions for Social and Communication Skills in ASD?
4.4. RQ4: What Are the Methodological Strengths and Limitations of the Included Studies?
4.5. Time-Related Analysis
4.6. Limitations
4.7. Practical Implications
4.8. Suggestions for Future Research
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
| VR | Virtual Reality | 
| ASD | Autism Spectrum Disorder | 
| SST | Social Skills Training | 
| HMD | Head-mounted Displays | 
| CAVE | Cave Automatic Virtual Environment | 
| PRISMA | Preferred Reporting Items for Systematic Reviews and Meta Analysis | 
| IOA | Interobserver Agreement | 
| SBS | Social Behavior Scale | 
| SEC | Social Event Cards | 
| SSQ | Social Skills Questionnaire | 
| NGSE | New General Self-Efficacy Scale | 
| SRS | Social Responsiveness Scale | 
| ID | Intellectual Disability | 
| RCT | Randomized Controlled Trial | 
| PEP-3 | Psychoeducational Profile 3rd Edition | 
| EEG | Electroencephalogram | 
| AR | Augmented Reality | 
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| Exclusion Criteria | Inclusion Criteria | 
|---|---|
| Non-immersive VR | Intervention includes immersive VR | 
| Used VR for assessment but not for intervention | Reports at least one pre/post outcome measure related to behavior, cognition or perception | 
| Literature reviews, editorials, or conceptual papers | Empirical studies | 
| Non-English language | Targets social or communication skills | 
| No autism diagnosis | At least one participant with an ASD diagnosis | 
| Sample includes at least one child, adolescent, or young adult) | 
| Database: | Search Terms: | 
|---|---|
| ERIC | (“virtual reality” OR “VR” OR “immersive technology” OR “head-mounted display” OR “immersive learning” OR “augmented reality” OR “AR”) AND (“autism” OR “autism spectrum disorder” OR “ASD”) AND (“social skills” OR “social communication” OR “interpersonal communication” OR “social interaction”) | 
| APA PsycInfo | (“virtual reality” OR “VR” OR “immersive technology” OR “head-mounted display” OR “immersive learning” OR “augmented reality” OR “AR”) AND (“autism” OR “autism spectrum disorder” OR “ASD”) AND (“social skills” OR “social communication” OR “interpersonal communication” OR “social interaction”) | 
| SCOPUS | TITLE-ABS-KEY (“virtual reality” OR “VR” OR “immersive technology” OR “head-mounted display” OR “immersive learning” OR “augmented reality” OR “AR”) AND TITLE-ABS-KEY (“autism” OR “autism spectrum disorder” OR “ASD”) AND TITLE-ABS-KEY (“social skills” OR “social communication” OR “interpersonal communication” OR “social interaction”) | 
| Ref. No | Author and Year | Country | Sample Size and Diagnosis | Type of VR Device Used | Target Social Skills | Setting | Research Design | Measures | 
|---|---|---|---|---|---|---|---|---|
| [30] | Artiran et al., 2024 | USA | 16; ASD without intellectual disability (ID) | HTC Vive Pro Eye headset | Eye contact and gaze during job interviews | Research lab at a local university | Mixed-methods feasibility study with a within-subjects, pre/post design | (1) Average eye contact duration; (2) Average period of time without eye contact; (3) Percentage of eye contact while listening; (4) Percentage of eye contact while speaking | 
| [28] | Beach & Wendt, 2014 | USA | 2; ASD | Unspecified HMD | Dealing with conflict, applying for jobs, asking for directions, asking for help | Summer camp and immersive virtual environment at a university | Case study approach using an ethnographic perspective | (1) Interviews with the participants and with their teachers; (2) The Technological, Pedagogical, and Content Knowledge Framework; (3) Social Skill Menu for 14 through Adulthood | 
| [29] | Beach & Wendt, 2016 | USA | 2; ASD | Oculus Rift | Recognizing when conversation begins to move in an aggressive direction, maintaining eye contact, and initiating conversation | University and Summer camp | Case study approach using an ethnographic perspective | (1) The Technological, Pedagogical, and Content Knowledge framework; (2) Social Skill Menu for age 14 through Adulthood; (3) Performance Improvement/HPT Model. (4) Interviews, reflective journals, and file notes. | 
| [31] | Bozgeyikli et al., 2017 | USA | 18: High- functioning ASD | VR2200 HMD | Vocational social skills | University lab | Mixed-methods, quasi-experimental design with between-subjects comparison | (1) Custom scoring algorithm per task (0–100 points); (2) Survey on immersion, dizziness, and satisfaction; (3) Job trainer evaluations; (4) Follow-up ratings after 1 month | 
| [32] | Carreon et al., 2024 | USA | 22; ASD. Additionally, ADHD, DMDD, CP, OCD, ODD, TD, SLD, Anxiety. | Oculus/Meta Quest 2 | Expressive communication social skills: instrumental performance, affective expression, paralinguistic signals. | Classroom setting or home | Group experimental design measured with a repeated-measures ANOVA | (1) Clinical Assessment of Pragmatics; (2) Presence scale developed by Witmer and Singer (1998) [33] | 
| [34] | Cheng et al., 2015 | Taiwan | 3; ASD | HMD- I-Glasses PC 3D Pro | Social understanding and social skills (non-verbal communication, social initiations, social cognition) | A quiet room of the special education school | Single-subject design was combined with a multiple-probe design for all participants. | (1) Social Behavior Scale (SBS); (2) Social Event Cards (SEC) | 
| [35] | Crowell et al., 2018 | Spain | 25; ASD | Full-body interaction collaborative system and a 6 m in diameter floor-projected digital world | Joint attention, asking for help, collaboration | Controlled lab | Within-subject counterbalanced crossover with free play control and repeated-measures design across 3 sessions | (1) Social initiations; (2) Requesting help and responding to requests; (3) Comments directed toward game characters, parents, the therapist, researchers, and peers. | 
| [36] | Gabrielli et al., 2023 | Italy | 12; ASD | Oculus/Meta HMD | Sustained attention, selective attention, and inhibition, turn-taking, and collaboration | Cooperative Albero Blu Center | Mixed-methods observational study | (1) Social Skills Questionnaire (SSQ); (2) Teacher form, filled out by therapist; (3) Post-session observations on the targeted behaviors exhibited by participants; (4) Ad hoc user experience questionnaire and semi-structured interview. | 
| [37] | Gayle et al., 2024 | USA | 3; ASD | Floreo platform used with Google Cardboard VR goggles | Social, communication, and safety skills: safely crossing the street, listener identification of animals given two features, and joining a conversation. | Site where ABA services were provided and the park, the playground and a shopping center. | Multiple baseline across behaviors design | (1) Percentage of correct responses to steps within the task analysis; (2) Indices of happiness; (3) Indices of unhappiness (4) Equipment acceptance; (5) VR session engagement | 
| [38] | Herrero & Lorenzo, 2020 | Spain | 14; Low or medium severity ASD | Oculus Rift HMD | Communication problems and social communication, including theory of mind, empathy, and emotional regulation. | N/A | Pre/post intervention with randomized control group. | (1) General questionnaire testing social and emotional reciprocity, nonverbal communication, and flexibility to changes; (2) Visual contact data from the VR | 
| [39] | Ip, H.H.S. et al., 2024 | China | 107; High- functioning ASD | Oculus Rift HMD with touch controllers | Social norms and interaction skills. Executive functioning and daily life skills. Emotional skills | School | A quasi-experimental design and waitlist control design. Pre/post intervention with control group. | (1) Raven’s Progressive Matrices Test; (2) Two subtests, Affective Expression and Social Reciprocity, of the Chinese version of the Psychoeducational Profile Third Edition (PEP-3) | 
| [40] | Jialiang et al., 2021 | China | 12; ASD | HTC Vive HMD | More demanding social skills, hands-on tidying skills, and physical coordination skills | Classroom | Pre/post intervention with a matched control group | (1) Greeting task scores (out of 20 points) | 
| [41] | Kim et al., 2024 | Korea | 14; ASD | VIVE Pro Eye VR HMD | Work related social skills- active listening, initiating conversations, not interrupting, informing customers about options, verifying orders, problem solving; perceived self-efficacy | N/A | Within-subjects design, mixed methods approach | (1) Perceived Self-Efficacy for VR Social Skill Training Scale; (2) iGroup Presence Questionnaire; (3) Physiological data including electrodermal activity, heart rate, changes in voice volume, and detection of eye contact | 
| [42] | Kouhbanani et al., 2021 | Iran | 43; ASD without ADHD or other comorbidities | Unspecified “VR glasses” | Meeting new people, joining a group of friends, consulting with a friend, emotional cognition, social authority, executive performance, and deductive reasoning | Participant’s home | Pre/post intervention with control group | (1) Children Autism Rating Scale II; (2) Vineland Adaptive Behavior Scale | 
| [43] | Kuper et al., 2020 | USA | 10; ASD | Cardboard VR viewer | Electrical wiring, self-efficacy | Homes or conference rooms at local universities | Within-subjects, pre-post, mixed methods design | (1) Modified New General Self-Efficacy Scale (NGSE); (2) Thematic analyses on responses to open-ended questions regarding their training experiences | 
| [44] | Lee & Chen, 2025 | Taiwan | 4; High-functioning ASD | HTC VIVE headset | Empathy, perspective-taking, cooperation, verbal communication, symbolic thinking, social storylines | N/A | Multiple-baseline design | (1) Social Cognition test; (2) Behavioral observation and social interaction assessment (based on the Social Responsiveness Scale (SRS)) | 
| [45] | Lee & Wang, 2025 | Taiwan | 4; High-functioning ASD | HTC VIVE headset | Empathy, imagination, symbolic play, social cognition, imagination | School classroom | Multiple baseline across subjects design | (1) Social Cognition Assessment; (2) Subjective behavior observation forms (including items from the Social Responsiveness Scale (SRS)); (3) Parent observations | 
| [46] | Lee & Yang, 2025 | Taiwan | 8; ASD | HTC VIVE headset | Perspective taking and empathy | Lab setting | Multiple baseline across subjects design | (1) Social Cognitive Assessment (based on Social Stories); (2) Behavioral and Psychological counseling assessment; (3) parent and teacher daily questionnaires and interviews | 
| [47] | Lorenzo et al., 2016 | Spain | 40; ASD | “Semi cave” and desktop VR setup. | Identification of emotions and correct social responses, empathy | School | Quasi-experimental, pre/post intervention with a randomized control group. | (1) Number of incorrect facial expressions; (2) Interviews with teachers (for generalization) | 
| [48] | Meng & Yeh, 2021 | Taiwan | 10; High-functioning ASD | HTC VIVE headset | Reduction in inappropriate social behavior, increase in environmental adaptability, self-regulation, communication with others. | Special education counseling room | Pre/post intervention | (1) Elementary and Junior High-School Students Social Skills Behavior scale; (2) Social Skills Effectiveness Survey; (3) Interviews with teachers and parents after the intervention | 
| [49] | Miller et al., 2020 | USA | 5; ASD and co-occurring language impairments | Google cardboard and iPhone X | Air travel training, functional communication, behavioral readiness for air travel | Research lab setting and San Diego Airport | Within-subjects pre/post design | Air travel questionnaire on a 5-point Likert scale (for the parents) | 
| [50] | Sanku et al., 2023 | USA | 50; ASD | HTC VIVE Pro headset and E4 empatica wristband | Attention and sustained focus in a classroom setting | Lab setting | Between-subjects pre/post design with control group | (1) Heart rate; (2) electrodermal activity; (3) Eye movements; (4) Pre/post questionnaire about feedback on the game and their overall experience. | 
| [51] | Simões et al., 2018 | Portugal | 20; ASD and some additional Intellectual Disability (ID) | Oculus Rift HMD | Using the bus system, executive functioning, planning, adaptive skills, stress/anxiety regulation. | Autism center | Mixed-methods quasi-experimental design that combined between-groups comparisons and repeated-measures analysis | (1) Number of steps performed correctly (automatically measured by the game); (2) Accuracy of the debrief describing the process; (3) Task Duration; (4) Anxiety level measured by skin conductance | 
| [52] | Tsai et al., 2020 | Taiwan | 3; ASD without comorbidities | CAVE automatic virtual environment (CAVE) | Social greeting skills | N/A | Multiple baseline design across single subjects | (1) Social Story Tests; (2) Number of correct responses to facial expressions | 
| [53] | Yeh & Meng, 2025 | Taiwan | 11; ASD without Intellectual Disability (ID) | HTC VIVE headset | Empathy, how to handle emotional changes in others, how to think calmly and resolve sudden situations. | Special education counseling room and EEG research lab | A quasi-experimental mixed design method with pre- and post-tests for unequal groups | (1) EEG; (2) Elementary and Junior High School Students Social Skills Behavior Scale; (3) Descriptive Statistics for Self-Developed Social Skills Performance Rating Scale; (4) Social Skills Effectiveness survey; (5) Response speed in conversation; (6) Conversation etiquette | 
| [54] | Yu et al., 2024 | China | 36; ASD | Unspecified HMD | Gaze fixation, eye contact, visual attention to facial cues | Controlled clinical setting at a hospital | Between-subjects design with 3 groups | (1) Subjective questionnaire filled out by parents; (2) Game performance; (3) Gaze fixation analysis algorithm | 
| [55] | Yuan & Ip, 2018 | Hong Kong | 72; ASD without Intellectual Disability (ID) | CAVE automatic virtual environment (CAVE), also used stereotypic VR goggles | Emotion expression and regulation, social interaction and reciprocity | University | Mixed repeated-measures design with a waitlist control group. | (1) Psycho-educational profile, 3rd edition (PEP-3): Subtests of affective expression and social reciprocity; (2) Qualitative logs from parents and teachers | 
| [56] | Zhao et al., 2020 | China | 120; ASD | Unspecified VR HMD | Cognitive skills, social communication, decrease in restricted interests, decrease in rigid behavior | N/A | Between-subjects with repeated measures (RCT) | (1) Autism Behavior Checklist; (2) Childhood Autism Rating Scale; (3) Clancy Autism Behavior Scale | 
| [57] | Zhao et al., 2022 | China | 44; ASD | Unspecified VR HMD | Cognitive skills, social imitation, emotional expression, language understanding, listening to instructions | N/A | Pre/post intervention (RCT) | (1) Psycho-educational profile, 3rd edition (PEP-3) | 
| Gender | # of Articles | Article Reference Number | 
|---|---|---|
| More male than female | 21 | [23,24,25,28,29,30,32,34,36,37,38,41,42,44,46,47,48,49,50,51,52] | 
| More female than male | 1 | [31] | 
| Not specified | 7 | [26,27,35,39,40,43,45] | 
| Article | p-Values | 
|---|---|
| [26] | Vocational skill modules, p = 0.01. Effect of distracters, p > 0.05. | 
| [27] | Instrumental Performance subtest p = 0.75. Total Pragmatic Performance score, p = 0.01. Relationships between the social skills learning and the levels of presence, p > 0.05. | 
| [29] | Pico’s Adventure: Overall social initiations (1) p < 0.05, and integrated requests (1) p < 0.05. Total social acts (2), p = 0.64, and total social acts (3), p = 0.39. Social behaviors between peers (4), p < 0.05. Lands of Fog: Social initiations—Sessions 1 vs. 3, p < 0.05; Sessions 1 vs. 2, p = 0.12; Sessions 2 vs. 3, p = 0.058; Total social acts—Sessions 1 vs. 3, p < 0.05; Session 2 vs. 3, p < 0.05; responses to partner, p < 0.05; collaborative actions, p < 0.05; parent-reported interaction, p < 0.05. | 
| [30] | Positive social interaction and communication, p = 0.008. Social initiations: spontaneous, p < 0.001; prompted, p < 0.001. Social responses: spontaneous, p < 0.001; prompted, p = 0.003. | 
| [34] | Intervention group, p < 0.001. Control group, p = 0.226. | 
| [36] | Perceived self-efficacy, p = 0.02. | 
| [37] | Social skill scores, p < 0.001; between pre-test and 3-month follow-up p < 0.001. | 
| [38] | Perceived self-efficacy, p < 0.001. | 
| [39] | Accuracy rate, p < 0.05. Maintenance phase, p < 0.05. Behavioral effectiveness: average scores, p < 0.05; Maintenance phase, p < 0.05. | 
| [40] | Performance, p < 0.05. Maintenance stage, p < 0.05. | 
| [41] | After the intervention, p < 0.05. Maintenance phase, p < 0.05. | 
| [42] | Experimental group, p = 0.00001. Control group, p = 0.37. | 
| [43] | Social skills, p = 0.039. | 
| [44] | p = 0.0625. | 
| [46] | Game, p = 0.01. Debrief, p = 0.02. Task duration, p = 0.02. Number of steps, p = 0.1. Anxiety levels, p = 0.11. | 
| [47] | All three scores, p < 0.05. | 
| [48] | Inappropriate behaviors, p = 0.022. Social skills, p = 0.624. Help-seeking behaviors, p = 0.044. | 
| [49] | After the intervention, p = 0.010. Game performance, p = 0.001. Gaze fixation, p < 0.001. Body fixation, p = 0.141. | 
| [50] | Children scored higher on emotional expression and regulation after the VR training (p = 0.037), and higher on social interaction and adaptation after the VR training (p < 0.0005). | 
| [51] | Autism Behavior Checklist, p < 0.05. Childhood Autism Rating Scale, p < 0.05. Clancy Autism Behavior scale, p < 0.05. | 
| [52] | After the intervention, p < 0.02. | 
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Kellems, R.O.; Charlton, C.T.; Jensen, M.B.; Dangerfield, E.J.; Roberts, K.M.; Temple, A.M. Applications of Virtual Reality to Support Social Communication in Individuals with Autism: A Systematic Review of Immersive Interventions. Information 2025, 16, 941. https://doi.org/10.3390/info16110941
Kellems RO, Charlton CT, Jensen MB, Dangerfield EJ, Roberts KM, Temple AM. Applications of Virtual Reality to Support Social Communication in Individuals with Autism: A Systematic Review of Immersive Interventions. Information. 2025; 16(11):941. https://doi.org/10.3390/info16110941
Chicago/Turabian StyleKellems, Ryan O., Cade T. Charlton, Megan B. Jensen, Emalise J. Dangerfield, Kendall M. Roberts, and Aaron M. Temple. 2025. "Applications of Virtual Reality to Support Social Communication in Individuals with Autism: A Systematic Review of Immersive Interventions" Information 16, no. 11: 941. https://doi.org/10.3390/info16110941
APA StyleKellems, R. O., Charlton, C. T., Jensen, M. B., Dangerfield, E. J., Roberts, K. M., & Temple, A. M. (2025). Applications of Virtual Reality to Support Social Communication in Individuals with Autism: A Systematic Review of Immersive Interventions. Information, 16(11), 941. https://doi.org/10.3390/info16110941
 
        



 
       