Virtual Reality as a Mediating Tool in Addressing Social Communication Disorder: Current Understanding and Implementation Strategies
Abstract
1. Introduction
2. Methods
3. Findings and Discussion
4. Implications for Practice
5. Limitations
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
ASD | Autism Spectrum Disorder |
CVE | Collaborative Virtual Environment |
DLD | Developmental Language Disorder |
SCD | Social Communication Disorder |
VR | Virtual Reality |
Appendix A
Themes | Studies | Objectives | Methodology | Main Findings | Implications | Gaps/Future Directions |
---|---|---|---|---|---|---|
1. Usability and Acceptability of VR in Social Communication Interventions | Gayle et al. (2024) | Examine the usability, generalisation, and acceptability of VR-based social and safety skills training. | Three children with ASD (ages 5–8) used the VR platform “Floreo” to practice crossing streets, animal identification, and safety skills. Skills were tested for maintenance and generalisation to natural environments. | VR successfully facilitated skill acquisition, which was maintained and generalised. High levels of happiness and positive engagement were observed during VR sessions. | VR can teach practical skills difficult to replicate in traditional therapy (e.g., street safety). | Scale up testing with larger samples. Investigate VR’s efficacy for a wider range of social skills. |
1. Usability and Acceptability of VR in Social Communication Interventions. 4. Measurement and Assessment of Social Communication Skills in VR | Vaezipour et al. (2022) | To investigate clinicians’ acceptance, barriers, and enablers of immersive VR technology in communication rehabilitation. | A mixed-method approach was used, involving surveys (System Usability Scale and Simulator Sickness Questionnaire) and semi-structured interviews with 15 speech-language pathologists (SLPs). | SLPs expressed positive attitudes towards VR, citing its ability to simulate realistic, personalised communication environments for therapy. Motion sickness was minimal, and system usability was rated average. Barriers included limited familiarity with VR, resource constraints, and concerns about integration into clinical workflows. | VR can simulate real-world communication scenarios, offering a valuable tool for the rehabilitation of individuals with communication disorders. Customisation to individual client needs is essential for effective implementation. | Further research on VR’s clinical efficacy across diverse communication disorders. Address clinician training and accessibility barriers. Develop VR platforms tailored to specific rehabilitation goals. |
2. VR for Social Skills Training and Social Interaction in ASD | Alimanova et al. (2022) | Develop an immersive VR training system to improve social interaction and communication skills in children with ASD. | A virtual “Farm Trip” game was created using Oculus Quest 2. Face and speech recognition integrated with AI algorithms assessed emotional states and speech patterns. | The VR system provided realistic environments for practicing social interactions. Children engaged in repetitive tasks to adapt to new situations, improving communication and emotional expression. | VR can replicate safe, immersive environments for therapy, particularly during disruptions like COVID-19. | Test effectiveness with larger, diverse samples. Explore long-term engagement and therapy outcomes. |
2. VR for Social Skills Training and Social Interaction in ASD | Ke et al. (2022) | Explore the use of a VR-based learning environment to teach social skills to children with ASD. | Seven children (ages 10–14) participated in VR role-playing, gaming, and collaborative design tasks. Data were collected through screen recordings and pre-/post-intervention social communication measures. | Significant improvement in social skills performance, including communication and cooperation. Participants showed increased motivation and engagement. | VR provides a naturalistic and immersive setting for teaching complex social interactions. | Examine the role of VR in enhancing intrinsic social motivation. Compare VR to other evidence-based social skills interventions. |
2. VR for Social Skills Training and Social Interaction in ASD | Zhao et al. (2018) | Develop and test a collaborative virtual environment (CVE) system to enhance social interaction in children with ASD. | In total, 12 children with ASD and 12 typically developing peers engaged in a series of interactive games. The “Hand-in-Hand” system enabled collaborative activities using hand gestures, gaze-based communication, and voice commands. | Children with ASD demonstrated improved collaboration and communication skills. Participants accepted the system well, and naturalistic interactions encouraged social reciprocity. | CVEs provide a low-cost, scalable intervention platform for peer-based social skills training. | Larger studies with a broader ASD population. Assess long-term skill retention and real-world generalisation. Develop adaptive systems for individual needs. |
2. VR for Social Skills Training and Social Interaction in ASD. 3. Gaze and Attention Tracking in VR for Social Communication | Bekele et al. (2016) | Develop a multimodal adaptive VR platform for social interaction training in ASD. | A virtual school cafeteria scenario was used with real-time eye tracking, EEG monitoring, and physiological sensors. A total of 12 children with ASD participated in usability testing. | Eye gaze and task performance were successfully tracked to adapt interactions in real time. Results showed that participants were able to improve emotional recognition and social interaction skills. | Integrating gaze and physiological data enhances personalised interventions. | Longitudinal studies to assess sustained improvements. Broader testing with varying ASD severity levels. |
3. Gaze and Attention Tracking in VR for Social Communication | Lahiri et al. (2011) | Develop a VR-based system with gaze measurement technology to improve social communication in ASD. | A VR system presented social tasks while tracking eye-gaze patterns in real time. Six adolescents with ASD participated in usability testing. | Real-time adaptive gaze feedback successfully modified participants’ gaze behaviours. Improved fixation on socially relevant cues, such as facial expressions. | Gaze-sensitive VR systems can enhance facial emotion processing in children with ASD. | Investigate long-term changes in gaze behaviours. Assess skill transfer to real-world social settings. |
4. Measurement and Assessment of Social Communication Skills in VR | L. Zhang et al. (2020) | Develop and pilot an intelligent collaborative virtual environment (CRETA) to measure social communication in children with ASD. | CRETA was tested with children with ASD to track communication and collaboration skills during peer interactions. Automated analysis of social communication was compared with human analysis. | The system achieved moderate to high accuracy in measuring social communication. Results aligned well with human assessments, validating the system’s accuracy. | Intelligent VR environments can autonomously assess and support social communication. | Extend validation across broader populations. Develop interventions based on real-time feedback from intelligent systems. |
5. VR for SCD in inclusive education | Arts et al. (2024) | To evaluate the feasibility and effectiveness of an interactive VR training program (“InterAction”) for improving socio-emotional functioning in adolescents with Developmental Language Disorders (DLD). | A small-scale feasibility study with nine adolescents (ages 13–16) diagnosed with DLD. Participants completed six VR training sessions focusing on socio-emotional skills. | The VR training was feasible and well-received by participants, who reported high levels of enjoyment and a sense of presence in the virtual environment. Improvements in socio-emotional skills were observed, though results varied between participants and skill areas. | VR offers a promising tool for adolescents with DLD to practice socio-emotional skills in realistic, risk-free virtual scenarios. VR interventions reduce reliance on language-heavy approaches, making training accessible for children with language difficulties. | Larger, controlled studies are needed to confirm findings. Investigate the generalisation of skills to real-world settings. Examine individual differences influencing responsiveness to VR training. |
5. VR for SCD in inclusive education | Kolk et al. (2023) | To pilot a combined intervention (PowerVR) using multitouch-multiuser tabletops (MMT) and VR platforms to train social communication skills in children with neurological disorders. | Sixty children (ages 8–13) with neurological disorders (e.g., epilepsy, TBI) participated. Sixteen participants completed a 10-session intervention with pre- and post-assessments focusing on social communication components such as theory of mind (ToM), conflict resolution, and empathy. | Significant improvements were seen in communication, cooperation, pragmatics, social attention, and conflict resolution. ToM and false belief understanding notably improved. Participants experienced less bullying and displayed greater confidence in social interactions. | Combining MMT and VR provides a robust, multimodal approach for socio-emotional and communication training. Targeted interventions can improve specific deficits, such as empathy and ToM, in children with neurological conditions. | Expand the study with larger sample sizes and diverse populations. Explore long-term retention of improvements. Assess the comparative effectiveness of PowerVR against traditional therapies. |
5. VR for SCD in inclusive education | Vairamani et al. (2024) | To examine how augmented reality (AR) and virtual reality (VR) technologies enhance social skills development in children with special needs, including those with communication challenges. | Theoretical frameworks, literature reviews, and case studies were used to explore AR and VR applications. Techniques such as virtual role-playing, empathy-building, and collaborative VR environments were highlighted. | AR and VR provide immersive, interactive simulations for practising social interactions in a safe, controlled environment. Key features include fostering empathy, improving non-verbal communication, and providing real-time feedback on social behaviours. These technologies encourage engagement and increase the transfer of practised skills to real-world contexts. | AR/VR can be integrated into special education and therapy programs to create highly tailored interventions for improving social skills. | Conduct longitudinal studies to assess long-term impacts. Develop socially aware virtual agents. Investigate ethical and accessibility issues. Integrate AR/VR with other therapeutic approaches. |
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Han, W.; Wang, T.; Takizakwa, Y.; Pill, S. Virtual Reality as a Mediating Tool in Addressing Social Communication Disorder: Current Understanding and Implementation Strategies. Languages 2025, 10, 226. https://doi.org/10.3390/languages10090226
Han W, Wang T, Takizakwa Y, Pill S. Virtual Reality as a Mediating Tool in Addressing Social Communication Disorder: Current Understanding and Implementation Strategies. Languages. 2025; 10(9):226. https://doi.org/10.3390/languages10090226
Chicago/Turabian StyleHan, Weifeng, Tianchong Wang, Yu Takizakwa, and Shane Pill. 2025. "Virtual Reality as a Mediating Tool in Addressing Social Communication Disorder: Current Understanding and Implementation Strategies" Languages 10, no. 9: 226. https://doi.org/10.3390/languages10090226
APA StyleHan, W., Wang, T., Takizakwa, Y., & Pill, S. (2025). Virtual Reality as a Mediating Tool in Addressing Social Communication Disorder: Current Understanding and Implementation Strategies. Languages, 10(9), 226. https://doi.org/10.3390/languages10090226