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Updated: Jul 3, 2026

Simultaneous Application of Transcranial Direct Current Stimulation during Virtual Reality Exposure
Published on: January 18, 2021
Dismantling the mechanism of VR self-compassion training: A two-session controlled trial with active controls
Hongfeng Xia1, Sarah P Coundouris1, Thomas C Elliott2
1School of Psychology, The University of Queensland, St Lucia, QLD, 4072, Australia.
Objectives:
While prior research suggests that self-compassion training delivered via virtual reality (VR) is effective, it is limited by the absence of appropriate control conditions. Using a two-session, sequentially controlled trial design, this study compared a conventional VR self-compassion training paradigm to two active control conditions: a non-VR, computer-based self-compassion training, and a VR intervention that replaced the self-to-self component with a generic third-party interaction (VR Generic).
Method:
Eighty-nine participants completed the training. Primary (self-compassion, self-criticism) and secondary (depression, anxiety, stress) outcomes were assessed pre- and post-intervention. Exploratory analyses examined virtual embodiment (agency, ownership, self-location) as a mechanism of change.
Results:
No significant group differences emerged for anxiety, stress, or self-compassion. However, distinct efficacy patterns emerged for specific symptoms. For depression, the externally focused VR Generic condition demonstrated a preliminary advantage for symptom reduction compared to the computer control. Conversely, for self-criticism, the self-focused VR Self-Compassion training was significantly more effective than both controls. Both VR conditions induced higher agency than the computer control, but only the self-focused VR condition increased body ownership. This heightened embodiment, however, did not universally translate into superior wellbeing benefits across all domains.
Conclusions:
The findings suggest that specific VR formats may be better suited for targeting distinct psychological symptoms. While externally focused VR shows promise for alleviating depressive symptoms, the embodied "self-to-self" simulation appears critical for dismantling self-criticism. Rather than acting as a universally superior intervention, VR embodiment may offer a targeted approach tailored to specific symptom presentations.
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