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Updated: Jan 26, 2026

Reducing State Anxiety Using Working Memory Maintenance
Published on: July 19, 2017
Speaking face-to-face with a virtual avatar to reduce anxiety in students who stutter: Tool development and pilot
Mathieu Delangle1, Anne Moïse-Richard2, Anne-Lise Leclercq3
1Marie Enfant Rehabilitation Centre, Sainte-Justine Hospital, Montreal, Canada; Laboratory of Phonetics, University of Quebec in Montreal, Canada.
Purpose:
Speaking in class is challenging for students who stutter. Cognitive-behavioral therapy (CBT) with exposure in virtual reality (VR) emerges as a promising intervention for treating speaking anxiety in pediatric populations. This pilot study tested if real-time avatar-based VR can elicit anxiety responses while remaining acceptable to youth who stutter.
Method:
Twelve students who stutter (aged 9-18) were randomly assigned to a single training session conducted either (1) in VR with a realistic avatar controlled live by their SLP, or (2) in role-play with their SLP, before facing a real actor. We assessed system acceptability, anxiety levels and perceived self-efficacy.
Results:
The VR system was well accepted and elicited physiological arousal comparable to real-life interactions. Although participants reported experiencing less anxiety during VR, skin conductance level showed higher arousal; suggesting a divergence between the subjective report and physiological response. Finally, one training session (either in VR or with the SLP) did not produce gains in self-efficacy or decrease in anxiety related to the final real-actor conversation.
Conclusion:
This study demonstrates evidence that the potential use of immersive VR could represent an acceptable and viable complementary strategy for SLP treatment, that could control exposure parameters while evoking physiological responses similar to real-life contexts. The differences between subjective and physiological measures suggest that VR is inducing anxiety responses differently than it was perceived. Further research could investigate the use of VR as anxiety interventions for students who stutter and should be explored across multi-session studies to understand their therapeutic effect.
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