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Virtual reality offerings for wellbeing for and by marginalized populations: A scoping review on equity and intersectionality

Published online by Cambridge University Press:  29 October 2025

Quinta Seon
Affiliation:
Department of Psychiatry, McGill University, Montréal, QC, Canada Research Centre, Douglas Mental Health University Institute, Verdun, QC, Canada
Adèle Hotte-Meunier
Affiliation:
Research Centre, Douglas Mental Health University Institute, Verdun, QC, Canada Department of Education and Pedagogy, Université de Québec à Montréal, Montréal, QC, Canada
Lisa Sarraf
Affiliation:
Research Centre, Douglas Mental Health University Institute, Verdun, QC, Canada
Caroline Dakoure
Affiliation:
Research Centre, Douglas Mental Health University Institute, Verdun, QC, Canada
Clayton Jeffrey
Affiliation:
Department of Psychiatry, McGill University, Montréal, QC, Canada Research Centre, Douglas Mental Health University Institute, Verdun, QC, Canada
Ethan C Draper
Affiliation:
Department of Neuroscience, McGill University, Montréal, QC, Canada Montreal Neurological Institute, McGill University Health Centre, Montréal, QC, Canada
Geneviève Sauvé
Affiliation:
Department of Psychiatry, McGill University, Montréal, QC, Canada Research Centre, Douglas Mental Health University Institute, Verdun, QC, Canada Department of Education and Pedagogy, Université de Québec à Montréal, Montréal, QC, Canada
Myrna Lashley
Affiliation:
Department of Psychiatry, McGill University, Montréal, QC, Canada
Martin Lepage*
Affiliation:
Department of Psychiatry, McGill University, Montréal, QC, Canada Research Centre, Douglas Mental Health University Institute, Verdun, QC, Canada
*
Corresponding author: Martin Lepage; Email: Martin.lepage@mcgill.ca
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Abstract

Although virtual reality (VR) programs are being developed by marginalized groups’, a systemic power imbalance still exists. Marginalized groups have a place in digital wellbeing and can lead initiatives to access resources that they desire. To better support these efforts and mobilize knowledge among marginalized stakeholders, we conducted a scoping review of the use of VR for wellbeing. Adopting an equity lens that considers the experiences of intersectional marginalization, our aim was to identify VR programs, their targets, outcomes and equity-related facilitators and barriers. In May 2023, we conducted a comprehensive literature search of MEDLINE, PsycINFO, Embase and Web of Science databases and grey literature for virtual reality and marginalized populations. Eligible research articles since the inception of the databases were those that met our predefined criteria of VR, marginalized populations and wellbeing. We included 38 studies and charted preregistered variables using narrative synthesis, descriptive statistics, and a logic model. The populations were often intersectionally marginalized--primarily individuals with disabilities, underrepresented sexualities and genders, and marginalized older individuals in high-income countries on Turtle Island (North America). The most common race categories were Black or African American (26%) and European or White (53%), but other sociodemographic characteristics were underreported. VR offered diverse support, including social, mental, physical and cultural. We report program outcomes for several subgroups; though heterogeneous, most studies reported improved wellbeing outcomes. VR’s flexibility created informal, flexible spaces, with peer support that contributed to mental and social wellbeing. Several factors could hinder marginalized groups’ ability to access and participate, such as the lack of free programs, data and program ownership, and intersectional data analyses. This topic reflects a growing literature, with half of the publications being in 2022 or 2023. Many of these studies have limitations like small sample sizes and a lack of mixed-methods or practical significance analyses. Moving forward, researchers should apply more open-access and inclusive practices in their designs and recruitment processes to widen equitable access to marginalized stakeholders. Nevertheless, many marginalized populations created VR programs and benefited from them, contributing to a rebalancing of power over wellbeing.

Information

Type
Review
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
© The Author(s), 2025. Published by Cambridge University Press

Impact statement

The variety of uses of VR, and the fact that it can be customized, means it has the potential to be further utilized by marginalized communities. To share knowledge with marginalized stakeholders, we reviewed research on VR’s use for wellbeing. We also assessed equity- and intersectionality-related factors. We found that VR has broad benefits and uses, meeting users where they were at, but that some questions remain. How can VR programs be owned by marginalized populations and continued beyond just research projects? How can intersectionality, the impact of multiple oppressions, be better included in the design and research on this topic? Could further community engagement help identify relevant targets and mechanisms outside of the mainstream? We discuss these challenges and provide recommendations. We gather information and potential resources for marginalized clinicians, researchers and populations to use VR programs and factors that facilitate their use.

Introduction

Background

Virtual reality (VR) could improve the wellbeing of marginalized groups if it is implemented equitably (World Health Organization, 2008; Social Determinants of Health Framework Task Group, 2015; Wassell and Dodge, Reference Wassell and Dodge2015). “Wellbeing” refers to the composite of challenges and strengths experienced by a person, such as socioeconomic factors or mental and physical health. VR is an immersive, three-dimensional experience with which users can interact. Through a head-mounted device or on a computer, VR communicates an experience of an alternate reality, which the user can influence (Sherman and Craig, Reference Sherman and Craig2018). A technology with a slew of applications for wellbeing, VR can induce relaxation, encourage health behaviors, help with mental health rehabilitation, educate, enhance social support and more (Liu et al., Reference Liu, Ren, Xiao, Zhang and Demian2022; Singha and Singha, Reference Singha and Singha2024). This article reviews the literature on VR programs designed to support the wellbeing of marginalized groups.

To date, VR has not been inclusive. When people are excluded from resources and exposed to wellbeing risks, i.e., marginalized, they are being oppressed by multiple systems working together (Crenshaw, Reference Crenshaw1989; Robards et al., Reference Robards, Kang, Usherwood and Sanci2018; Baah et al., Reference Baah, Teitelman and Riegel2019; Schueller et al., Reference Schueller, Hunter, Figueroa and Aguilera2019; Rami et al., Reference Rami, Thompson and Solis-Cortes2023). In this text, we use the verbs “marginalized” and “marginalization” to refer to the unfair conditions imposed on people. Marginalization is a societal process, not an identity, and various inequities sustain it (Wingrove-Haugland and McLeod, Reference Wingrove-Haugland and McLeod2021; Fluit et al., Reference Fluit, Cortés-García and von Soest2024). For instance, poorer wellbeing outcomes are strongly linked with experiences of racism, heterosexism and other marginalizations (Paradies, Reference Paradies2016; Plöderl and Tremblay, Reference Plöderl and Tremblay2015). Similarly, the lack of inclusivity and representation of diverse experiences in digital health is marginalizing. Intersectionality theory posits that the mechanisms of marginalization are inextricably linked – dependent on each other to continue this power imbalance (Crenshaw, Reference Crenshaw1989). Equity provides an opportunity to address the unfair differences between groups regardless of social, political, financial or other factors (Whitehead, Reference Whitehead1992). Improving the lack of equity and intersectionality of VR will thus improve its application in healthcare.

According to a review by Schueller et al. (Reference Schueller, Hunter, Figueroa and Aguilera2019) in the United States, VR development faces access and participation barriers. These barriers are illustrated by a lack of access to technology and a lack of intersectionality and variety in programming. For example, Indigenous participants from nations across multiple high-income Western countries indicated that digital health does not consider their needs related to their age, gender, culture and norms (Li and Brar, Reference Li and Brar2022; Henson et al., Reference Henson, Chapman, Shepherd, Carlson, Rambaldini and Gwynne2023; Hicks et al., Reference Hicks, Toombs, Lund, Kowatch, Hopkins and Mushquash2024). Similarly, digital health solutions have failed to cater to individuals from underrepresented sexualities and genders who desire holistic, interpersonal and positive support (Steinke et al., Reference Steinke, Root-Bowman, Estabrook, Levine and Kantor2017; Gilbey et al., Reference Gilbey, Morgan, Lin and Perry2020). Ramos et al. (Reference Ramos and Chavira2022) reviewed diversity, equity and inclusion in mental health mobile applications, and they concluded that demographic information and sample diversity are often underreported in this type of study (Ramos et al., Reference Ramos, Ponting, Labao and Sobowale2021). Intersectionality in this area of research has also been identified as insufficient (Figueroa et al., Reference Figueroa, Luo, Aguilera and Lyles2021; Huang et al., Reference Huang, Ma, Craig, Wong and Forth2020). These issues offer marginalized groups a lower standard of care, amplifying healthcare inequities (Whitehead et al., Reference Whitehead, Talevski, Fatehi and Beauchamp2023). It creates a perception among users of lack of trustworthiness, safety and irrelevance (Pendse et al., Reference Pendse, Nkemelu, Bidwell, Jadhav, Pathare, De Choudhury and Kumar2022; Whitehead et al., Reference Whitehead, Talevski, Fatehi and Beauchamp2023). Thus, the experiences within and across these marginalized groups are varied, making clear that intersectionality becomes a key consideration for VR creators.

Members of marginalized groups are developing VR, which has proven effective in several contexts. Pendse et al. (Reference Pendse, Nkemelu, Bidwell, Jadhav, Pathare, De Choudhury and Kumar2022) discussed how digital health programs like VR could incorporate cultural relevance, thereby promoting agency and informal help-seeking in multiple forms. Progress is being made toward these goals, with several proof-of-concept studies being underway for cultural adaptation to key underserved groups (Seon et al., Reference Seon, Mady, Yang, Karia, Lashley, Sescu, Lalonde, Puskas, Outerbridge, Parent-Racine, Pagiatakis, Gomez-Cardona, Jiang, Bouchard and Linnaranta2023; Trueba et al., Reference Trueba, Crespo-Andrade, Garces, Larrea, Alvarez Frank, Ren, Cray, Kimball, Dickinson and Vahia2024). Studies have demonstrated that VR can facilitate experiences, such as cultural or gender affirmation, by enabling users to embody avatars and interact within realistic virtual worlds (Wallis and Ross, Reference Wallis and Ross2021; Chong et al., Reference Chong, Lim, Rafi, Tan and Mokhtar2022; Dincelli and Yayla, Reference Dincelli and Yayla2022; Freeman and Acena, Reference Freeman and Acena2022). Additionally, Second Life, a collection of virtual environments, hosts community-organized gatherings, which have been shown to benefit the mental and social wellbeing of disabled and 2SLGBTQIA+ persons (Acena and Freeman, Reference Acena and Freeman2021; Freeman and Acena, Reference Freeman and Acena2022). These applications of art, heritage, games and therapy demonstrate how VR can enhance the wellbeing of marginalized groups.

Objectives

Our aim was to describe the outcomes of these programs while taking into account the experiences of intersectional marginalization. We sought to identify gaps across several variables of interest, such as program targets, equity, access and inclusion. These are defined as conditions affecting wellbeing; actions taken to improve unfair practices; elements of the digital divide, such as financial barriers to technology; and the representation of diverse populations.

Positionality

The research was developed by a multidisciplinary team of diverse backgrounds living and studying on Turtle Island (North America). We drew from key theoretical literature sources from marginalized authors, additionally. As a diverse team with multiple insights and lived experiences, we reflected and discussed how to make our research inclusive and equitable, such as in research planning, choice of variables, assumptions and interpretations. The team is comprised of both marginalized VR users and creators. However, our work may reflect biases and power dynamics, as we are primarily from academic and healthcare-based backgrounds. We are influenced by our experiences in a high-income Western country, but we reflected on our responsibilities to other communities. Part of our efforts is reporting on this study with the SIITHIA intersectionality checklist, making study materials open access and advocating for equity in healthcare in our work and conference presentations. Our research team descend from a mix of heritages, such as mixed (Q.S.), Black and Caribbean (M.L., C.D. and Q.S.), Asian (L.S.) and European (G.S., A.H.M., E.C.D., C.J., M.Le. and Q.S.). Several members are shaped by lived multicultural experience, intersectional discrimination and racialization (Q.S., L.S., C.D. and M.L.) and settling or immigrating to Turtle Island (all). The majority of the team experience marginalization based on gender and sexuality. Several members also experience biases based on their ability.

Methods

Protocols and preregistration

The review protocol was preregistered (https://doi.org/10.17605/OSF.IO/K2EGN ). The protocol follows the Preferred Reporting Items for Systematic reviews and Meta-Analyses extension for Scoping Reviews (PRISMA-SCR) (Tricco et al., Reference Tricco, Lillie, Zarin, O’Brien, Colquhoun, Levac, Moher, Peters, Horsley, Weeks, Hempel, Akl, Chang, McGowan, Stewart, Hartling, Aldcroft, Wilson, Garritty, Lewin, Godfrey, Macdonald, Langlois, Soares-Weiser, Moriarty, Clifford, Tunçalp and Straus2018), Joanna Briggs Institute methodology for scoping reviews (Peters et al., Reference Peters, Godfrey, Khalil, McInerney, Parker and Soares2015; Peters et al., Reference Peters, Godfrey, McInerney, Munn, Tricco, Khalil, Aromataris E, Porritt, Pilla and Jordan2020) and Strengthening the Integration of Intersectionality Theory in Health Inequality Analysis (SIITHIA) checklist (Blair et al., Reference Blair, El-Samra, Chakravartty, Steensma, Bird and Jackson2022).

Research aims and design

Due to its broader framing following the participant, context and concept (PCC) structure, our research question, how VR is used for wellbeing among marginalized groups?, suited a scoping review methodology. To summarize the research process and outcomes, such as how targets of VR programs lead to wellbeing outcomes, we developed a logic model (W.K. Kellogg Foundation, 2004).

Search strategy

On May 8 and 9, 2023, we searched OVID (MEDLINE, PsycINFO, Embase), Web of Science databases and the grey literature using keywords in Google Scholar. These keywords were generated from pre-existing literature filters that we edited to fit our topic and from articles identified during prior limited searches (Walsh et al., Reference Walsh, Peterson and Judkins2014; Wafford et al., Reference Wafford, Miller and O’Dwyer2018; NIH, 2019; UofA Subject guides, 2023). The two main search themes were virtual reality and marginalized populations (Supplementary Material). The search terms included healthcare disparities, social disparity, ethnic populations, disabled, minority group, social discrimination, sexism, Indigenous people, LGBTQ, among hundreds of other variations and terms (combined with or) and virtual reality with other relevant terms.

Selection criteria

The search included quantitative and qualitative studies from any country, publication date, and language. It excluded user and design studies due to the rare presentation of outcome data, but experimental, observational and descriptive studies were included. Peer-reviewed research and dissertations were included, while other reviews, conference abstracts and letters were excluded as they did not contain original research.

Screening

Inclusion criteria

The review included studies whose populations were marginalized, defined as having limited access to health promotion and greater exposure to health risks (Baah et al., Reference Baah, Teitelman and Riegel2019). Some examples are socioeconomic, underrepresented races, underrepresented sexualities or genders, and persons at the intersections of these groupings. Studies must have met the definition of VR from Sherman and Craig (Reference Sherman and Craig2018): a communicated experience, creation of a virtual world, immersion into an alternate reality and the ability of the user to interact with this world. The articles had to investigate wellbeing. We operationalized wellbeing as the multiple factors within which a person could have varying levels of challenge or resources to reflect the United Nations’ (UN) Sustainable Development Goals (Social Determinants of Health Framework Task Group, 2015; Wassell and Dodge, Reference Wassell and Dodge2015; World Health Organization, 2008). Broadly, these categories were socioeconomic, mental and physical health, social, cultural and spiritual factors.

Exclusion criteria

Considering VR as an opportunity for creative, pluralistic and holistic wellbeing (Pendse et al., Reference Pendse, Nkemelu, Bidwell, Jadhav, Pathare, De Choudhury and Kumar2022), it was necessary to map the literature on VR with a broad definition of wellbeing, reflecting the UN’s Sustainable Development Goals. While various outcomes, including mental or physical health, could be covered by the included papers, they were only included if their objectives were not based solely on diagnosis–symptom paradigms. For example, VR aiming to improve symptoms of anxiety in individuals with anxiety disorders would be excluded. We made this decision because this is a topic of previous reviews (Ionescu et al., Reference Ionescu, Van Daele, Rizzo, Blair and Best2021; Rowland et al., Reference Rowland, Cassimatis, Ganapathy, Casey and Clough2022; Tassinari et al., Reference Tassinari, Aulbach and Jasinskaja-Lahti2022) and to respect the broad scope of wellbeing. Anti-prejudice articles were excluded because they often did not include marginalized populations and often focused on empathy-building. Articles about vocational training, short-term disability or occupational groups were excluded for relevance. Serious games, projections and gaming systems that did not include the key components of VR as defined in our protocol were also excluded.

ASReview and Covidence

References were deduplicated and quality-checked in EndNote 20 (The Endnote Team, 2013). We calibrated rater agreement with 100 articles to train the software for automating abstract screening, ASReview. ASReview (version 1.1) is an open-source software with active learning. It has been validated and used by many reviews with a 5% error rate (van de Schoot et al., Reference van de Schoot, de Bruin, Schram, Zahedi, de Boer, Weijdema, Kramer, Huijts, Hoogerwerf, Ferdinands, Harkema, Willemsen, Ma, Fang, Hindriks, Tummers and Oberski2021). We set a stopping criterion of screening 35% of all articles or 150 irrelevant articles in a row, two raters reviewed titles and abstracts (phase 1). Models were switched midway from default to neural networking and Sentence Bidirectional Encoder Representations from Transformers (SBERT), following the procedures suggested by ASReview in phase two of abstract screening (Teijema et al., Reference Teijema, Hofstee, Brouwer, de Bruin, Ferdinands, de Boer, Vizan, van den Brand, Bockting, van de Schoot and Bagheri2023). The decisions on articles seen by only one reviewer were confirmed in pairs. One independent rater screened unseen articles deprioritized by ASReview for quality checking. From this, one article was included. Full-text screening was carried out using Covidence, performed by two screeners per article, and disagreements were resolved by consensus (Veritas Health Innovation, n.d.). The first author checked reference lists using citationchaser and filtered them with ASReview (Haddaway et al., Reference Haddaway, Grainger and Gray2021). Consensus was made on any included articles from citation searching with another rater.

Data extraction, charting and reporting

Raters piloted a data extraction tool with five articles. We extracted the following preregistered variables: bibliographic data, participant characteristics, characteristics of the VR programs, intervention or program information, outcomes, equity/intersectionality, qualitative results, study characteristics and research team characteristics (detailed in study protocol). Some additional variables of interest emerged: study limitations and main finding summary to assist in the appraisal of findings and quality of studies. Some of our equity- and intersectionality-related variables were age, gender, sex, race, ethnicity, nationality, sexual orientation, romantic orientation, highest educational achievement, occupation and income. For the interventions, these included: accessibility, co-design or community involvement, critical analysis of inclusion and exclusion criteria, language of the intervention, and others. We report the data with narrative summaries and descriptive analyses, including stratified analyses for intersectionality. Qualitative data were processed via content analysis. We provide a flowchart of the screening process (Haddaway et al., Reference Haddaway, Page and Pritchard2022).

Throughout the review process, we used a logic model as suggested by published reviews and guidelines (Kneale et al., Reference Kneale, Thomas and Harris2015; W.K. Kellogg Foundation, 2004). The first author developed the preliminary logic model in iterations with the research team. This logic model helped refine the review question and identify variables of interest. During data charting and synthesis, the logic model informed our interpretations.

We assessed the equity and intersectionality of the included articles using the SIITHIA checklist (Blair et al., Reference Blair, El-Samra, Chakravartty, Steensma, Bird and Jackson2022). This tool assists in tracking and reporting health inequalities and is guided by eight principles: intersecting categories, multilevel analysis, power, equity, social justice, time and space, diverse knowledge, and reflexivity (Blair et al., Reference Blair, El-Samra, Chakravartty, Steensma, Bird and Jackson2022). Our assessment of our review using this tool is presented in the Supplementary Material.

Results

Overview of literature findings

Identified articles and agreement

We identified 12,401 records before deduplication (Figure 1), and a further 1,724 were identified through backward and forward citation searches. Raters reviewed and included 43 records – 38 studies as some publications use the same data. Rater agreement was high on average and increased, as measured by Gwet’s Agreement Coefficient 1 (AC1)) in phase I (AC1 = .80) and phase II (AC1 = .89) of title and abstract screening and full-text selection (AC1 = .90).

Figure 1. PRISMA flowchart.

Selected literature

The selected literature is listed in Table 1. Most of the literature was from Western or high-income countries (89%) – 55% on Turtle Island – and was published in 2022 or 2023 (45%). The populations experienced marginalization based on disability or developmental disorders (k = 22 studies), underrepresented sexualities and genders (k = 16 studies), age (k = 13 studies), social, economic or political circumstances (k = 5), geographic location (k = 1), race and/or ethnicity (k = 4). Several studies explicitly recruited based on the intersection of these marginalizations (k = 21). There were mental (k = 33), social (k = 15), cultural (k = 2) and physical (k = 10) wellbeing targets.

Table 1. Study characteristics

Participant demographics

Overall, the studies included n = 1,587 individuals from various demographic categories (median n = 22 per study [range: 1–444]). The average age was 41.89 [95% CI: 33.05–50.72]. Sex (69% female, no intersex) and gender (71% men) were biased due to the exclusion of non-binary and intersex categories, and the conflation of sex and gender. Non-binary, transgender and gender-non-conforming individuals were underrepresented (at least n = 54 transfemme and transmascs). Most of the participants were Black/African American (n = 247, 26%) or White/European (n = 502, 53%). Some other race categories were “Other” (n = 44, 5%), Latinx (n = 73, 8%), Mixed (n = 40, 4%), Indigenous (1%) and Asian (2%). Again, there was some conflation of race and ethnicity. When sexuality was not central to the study’s aims, it was typically not reported. The highest educational achievement was commonly high school (58% in k = 16 studies). In some studies, the populations were underemployed – about half of those whose occupational status was known in k = 13 studies – or of lower income, but this was reported in very few studies (k = 7). There was an underreporting of carer, stay-at-home and retired occupations overall.

Study information

The authors reported qualitative (k = 11), mixed methods (k = 6) and quantitative (k = 21) study designs, but almost half of the studies collected some quantitative and qualitative data. The studies used rating scales, interviews, observations, open-ended questions, physiological measures, researcher-developed questions and visual analogue scales. Data collection was typically longitudinal with a median of 8 weeks [IQR: 4–8.5]; the few follow-ups (k = 6) were a median of 4.5 months post-intervention. The quantitative study designs were randomized controlled trials (RCTs) (k = 8), feasibility or pilot (k = 4), quasi-experimental (k = 4), longitudinal or retrospective (k = 3), experimental (k = 1) and case reports (k = 1).

Narrative summary

We present categories of interventions and their characteristics in Table 2. The program impacts vary based on the population. In the next section, we summarize the results by population, including subpopulations for intersectionality considerations. This is followed by a cumulative summary of the literature (Figure 2). Finally, we report on equity and intersectionality.

Table 2. Description of interventions

Figure 2. Logic model.

Indigenous persons (k = 2)

Cultural heritage was the topic of two qualitative studies delivered to Māori (Aotearoa) (Park et al., Reference Park, Regenbrecht, Duncan, Mills, Lindeman, Pantidi and Whaanga2022) and Inuit elders (Qikiqtaaluk) (Dawson et al., Reference Dawson, Levy and Lyons2011). The programs demonstrated traditional living environments and meeting places – a Thule Whalebone house/Igluryuq and a wharenui – and passed on knowledge and enjoyable cultural experiences to their communities.

Marginalized youth (k = 3)

Multi-session, classroom-based programs provided underserved and underrepresented students with guidance from avatars or their teachers on self-efficacy and competence (Bell et al., Reference Bell, Martinez, Gotsis, Lane, Davis, Antunez-Castillo, Ragusa and Spruijt-Metz2018; Wang et al., Reference Wang, Young, Plechatá, Mc Guckin and Makransky2023). The programs focused on delivering practical skills, such as gardening, cooking and social skills. A one-session VR meditation RCT was implemented for youth experiencing homelessness (Chavez et al., Reference Chavez, Kelleher, Slesnick, Holowacz, Luthy, Moore and Ford2020). Overall, benefits were observed in self-efficacy, social competence, support and anxiety. These were sometimes supported by large score changes but sometimes failed to achieve significance. Thus, there appears to be limited support from these three studies, which may be due to their small sample sizes (n < 20).

Older individuals (k = 6)

VR field trips to natural and landmark sites and exercise games offered short-term benefits for older individuals with and without disabilities. For instance, they increased observed positive and decreased negative affect (Brimelow et al., Reference Brimelow, Dawe and Dissanayaka2020; Brimelow et al., Reference Brimelow, Thangavelu, Beattie and Dissanayaka2022; F Chaze et al., Reference Chaze, Hayden, Azevedo, Kamath, Bucko, Kashlan, Dube, De Paula, Jackson, Dupuis and Tsotsos2022; Matsangidou et al., Reference Matsangidou, Solomou, Frangoudes, Ioannou, Theofanous, Papayianni and Pattichis2023). In a longitudinal study, older individuals with disabilities showed a decrease in depression, but this finding was not robust (Afifi et al., Reference Afifi, Collins, Rand, Otmar, Mazur, Dunbar, Fujiwara, Harrison and Logsdon2022). Older women had improved physical strength and clinically significant changes in mental health following exercise games, but these were significant on a subscale of measures only (Lee et al., Reference Lee, Son, Kim and Yoon2015). Notably, one study also showed increased signs of agitation in the participants after using VR (Brimelow et al., Reference Brimelow, Thangavelu, Beattie and Dissanayaka2022). Therefore, the use of VR as long-term support for the mental wellbeing of older individuals requires further evaluation.

Underrepresented genders and sexualities(k = 8)

Female sexual violence survivors (k = 1). An eight-session VR reflective writing and mindfulness meditation program was implemented for young female sexual violence survivors (Lee and Cha, Reference Lee and Cha2021). Participants in the experimental group improved in perceived social support, reduced impacts of sexual violence and suicidal ideation.

Two-spirit, lesbian, gay, transgender, queer, intersex, asexual and other (k = 7). Studies reviewed (Acena and Freeman, Reference Acena and Freeman2021; Freeman and Acena, Reference Freeman and Acena2022; G Freeman et al., Reference Freeman, Lambe, Galal, Yu, Kabir, Petit, Rosebrock, Dudley, Chapman, Morrison, O’Regan, Murphy, Aynsworth, Jones, Powling, Grabey, Rovira, Freeman, Clark and Waite2022; Li et al., Reference Li, Freeman, Schulenberg and Acena2023; McKenna et al., Reference McKenna, Wang, Williams, McGregor and Boskey2022; Paré et al., Reference Paré, Sengupta, Windsor, Craig, Thompson, Sengupta, Shanahan and Kim2019; Reyes and Fisher, Reference Reyes and Fisher2022) consistently reported that queer, transgender and gender-expansive youth and adults navigating social spaces experienced identity exploration and affirmation. Social VR worlds provided supportive and safer spaces through relationships with accepting individuals. VR scenarios were also used to support safer sexual practices among young men-who-have-sex-with-men by reducing shame, but the impacts were minimal (Christensen et al., Reference Christensen, Miller, Appleby, Corsbie-Massay, Godoy, Marsella and Read2013; Wang et al., Reference Wang, Christensen, Smith, Gillig, Jeong, Liu, Appleby, Read and Miller2021). Overall, the current evidence for this group is primarily qualitative, which has provided a rich and descriptive overview of experiences in VR.

Individuals with disabilities (k = 18)

Programs for persons with disabilities typically involved multi-session interventions focusing on self-efficacy, mental health, quality of life, self-management and health behaviors (Johnson et al., Reference Johnson, Feinglos, Pereira, Hassell, Blascovich, Nicollerat, Beresford, Levy and Vorderstrasse2014; Singh et al., Reference Singh, Nor, Rajiman, Yin, Karim, Ruslan and Kaur2017; Davis and Chansiri, Reference Davis and Chansiri2019; Kwon et al., Reference Kwon, Shin, D-J and Cho2022). A few studies observed the use of virtual worlds by persons with disabilities (Bloustien and Wood, Reference Bloustien and Wood2016; Davis and Chansiri, Reference Davis and Chansiri2019), and these were enabling for social and practical reasons, such as chatting with others and finding work. One study used VR for life skills training (grocery shopping, cooking, kitchen cleaning) for intellectual disability, equivalent to the control group (Cheung et al., Reference Cheung, Ni, Tam, Chan, Cheung, Tsang, Yip, W-K and Wong2022). In general, VR for individuals with disabilities had some benefits to their targets in these k = 6; however, some differences were notable among subgroups in other studies. To highlight the intersecting forms of marginalization experienced by participants, we have stratified our analyses following the SIITHIA best practices.

Women with physical disabilities (k = 3). Women with disabilities who used Second Life experienced improvements in depression, self-esteem and health behaviors (Nosek et al., Reference Nosek, Robinson-Whelen, Hughes and Nosek2016; Nosek et al., Reference Nosek, Robinson-Whelen, Ledoux, Hughes, O’Connor, Lee, Goe, Silveira, Markley and Nosek2018; Robinson-Whelen et al., Reference Robinson-Whelen, Hughes, Taylor, Markley, Vega, Nosek and Nosek2020). However, self-efficacy improved in only one of the two studies by Nosek et al. (Reference Nosek, Robinson-Whelen, Ledoux, Hughes, O’Connor, Lee, Goe, Silveira, Markley and Nosek2018). The studies all involved women with disabilities through consultations, but one study also held focus groups (Nosek et al., Reference Nosek, Robinson-Whelen, Hughes and Nosek2016), and another had facilitators with lived experience (Robinson-Whelen et al., Reference Robinson-Whelen, Hughes, Taylor, Markley, Vega, Nosek and Nosek2020).

Racialized persons with physical disabilities, including women (k = 3). Interventions of eight to ten sessions with racialized women did not consistently improve physical, mental and health behavior indices, even with similar features to the other reviewed programs (Rosal et al., Reference Rosal, Heyden, Mejilla, Capelson, Chalmers, DePaoli, Veerappa and Wiecha2014; Mitchell and Laird, Reference Mitchell and Laird2022; Mitchell et al., Reference Mitchell, Bragg, De La Cruz, Winter, Reichert, Laird, Moldovan, Parker, Martin-Howard and Gardiner2023). In one study, though, diabetes-related distress, self-care behaviors, dietary environmental barriers and other measures improved slightly with a mixed-gender sample, but this was lost at six months (Ruggiero et al., Reference Ruggiero, Moadsiri, Quinn, Riley, Danielson, Monahan, Bangs and Gerber2014). Thus, support for VR health behavior and efficacy interventions with racialized women and individuals with physical disabilities is currently limited. Two studies consulted their target populations, and two also culturally adapted their interventions.

Autism Spectrum (k = 2). A VR sensory room for the wellbeing of adults with disabilities or autism spectrum disorder improved symptoms of anxiety to nearly subclinical levels and improved depressive symptoms (Mills et al., Reference Mills, Tracey, Kiddle and Gorkin2023). Changes in social participation following the VR intervention were also noted (Mills et al., Reference Mills, Tracey, Kiddle and Gorkin2023), including another study investigating self-guided sessions in social VR (Stendal and Balandin, Reference Stendal and Balandin2015). VR social worlds facilitated and empowered communication with peers and showed the potential of VR (Stendal and Balandin, Reference Stendal and Balandin2015; Mills et al., Reference Mills, Tracey, Kiddle and Gorkin2023).

Severe mental illness (k = 4). A VR anti-stress program for persons with mood disorders helped with mindset, coping and relaxation, depression, anxiety and stress levels (Shah et al., Reference Shah, Torres, Kannusamy, Chng, H and Klainin-Yobas2015). Various VR therapies aimed at improving anxiety and increasing the quality of life of people diagnosed with schizophrenia were effective for some and showed moderate clinical significance sustained at follow-up (Altunkaya et al., Reference Altunkaya, Craven, Lambe, Beckley, Rosebrock, Dudley, Chapman, Morrison, O’Regan, Grabey, Bergin, Kabir, Waite, Freeman and Leal2022; Beaudoin et al., Reference Beaudoin, Potvin, Phraxayavong and Dumais2023; Bond et al., Reference Bond, Kenny, Pinfold, Couperthwaite, Kabir, Larkin, Beckley, Rosebrock, Lambe, Freeman, Waite and Robotham2023; D. Freeman et al., Reference Freeman, Lambe, Galal, Yu, Kabir, Petit, Rosebrock, Dudley, Chapman, Morrison, O’Regan, Murphy, Aynsworth, Jones, Powling, Grabey, Rovira, Freeman, Clark and Waite2022; D Freeman et al., Reference Freeman, Lambe, Galal, Yu, Kabir, Petit, Rosebrock, Dudley, Chapman, Morrison, O’Regan, Murphy, Aynsworth, Jones, Powling, Grabey, Rovira, Freeman, Clark and Waite2022).

Immigrants (k = 1)

A dissertation study(Abal, Reference Abal2012) investigated how Second Life could improve anxiety for immigrants and found that the control group reported a higher mean in anxiety than did the experimental group during learning experiences.

Putting findings together: Logic model

Figure 2 shows the final iteration of the logic model and provides insights from the studies. For groups who may experience stigma or isolation, such as 2SLGBTQIA+, elderly and disabled persons, social VR in group settings was supportive. The adaptability of VR was beneficial for disabled persons. Non-therapy psychological interventions were applied to multiple diverse populations, in comparison to psychotherapeutic ones that had a narrower application. The study authors identified various mechanisms behind their interventions. Many programs involved education, skills training and psychological support to improve efficacy, mental wellbeing and self-management. Leisure, culture and art programs harnessed natural activities like socialization, exercise and traditions to boost social support, quality of life and other psychological factors.

Some studies provided qualitative data on the usability and design (Figure 2). No single factor was ubiquitous in facilitating or impeding VR’s use. Using VR at home presented both barriers and facilitators, such as interruptions from others, greater accessibility and convenience (Johnson et al., Reference Johnson, Feinglos, Pereira, Hassell, Blascovich, Nicollerat, Beresford, Levy and Vorderstrasse2014; Nosek et al., Reference Nosek, Robinson-Whelen, Hughes and Nosek2016). The possibility to meet people anywhere and anonymity were also facilitators (Nosek et al., Reference Nosek, Robinson-Whelen, Hughes and Nosek2016; Wang et al., Reference Wang, Christensen, Smith, Gillig, Jeong, Liu, Appleby, Read and Miller2021; Chaze et al., Reference Chaze, Hayden, Azevedo, Kamath, Bucko, Kashlan, Dube, De Paula, Jackson, Dupuis and Tsotsos2022; Freeman and Acena, Reference Freeman and Acena2022; Li et al., Reference Li, Freeman, Schulenberg and Acena2023). However, unclear information presented a barrier, while self-guided and immersive modalities were enjoyed (Acena and Freeman, Reference Acena and Freeman2021; Bond et al., Reference Bond, Kenny, Pinfold, Couperthwaite, Kabir, Larkin, Beckley, Rosebrock, Lambe, Freeman, Waite and Robotham2023; Chaze et al., Reference Chaze, Hayden, Azevedo, Kamath, Bucko, Kashlan, Dube, De Paula, Jackson, Dupuis and Tsotsos2022; Dawson et al., Reference Dawson, Levy and Lyons2011; Freeman and Acena, Reference Freeman and Acena2022; G Freeman et al., Reference Freeman, Lambe, Galal, Yu, Kabir, Petit, Rosebrock, Dudley, Chapman, Morrison, O’Regan, Murphy, Aynsworth, Jones, Powling, Grabey, Rovira, Freeman, Clark and Waite2022). Different emotions motivated VR use, such as feeling safe, being curious about the technology, wanting to meet others with similar backgrounds and being interested in experiencing new things (Johnson et al., Reference Johnson, Feinglos, Pereira, Hassell, Blascovich, Nicollerat, Beresford, Levy and Vorderstrasse2014; Stendal and Balandin, Reference Stendal and Balandin2015; Nosek et al., Reference Nosek, Robinson-Whelen, Hughes and Nosek2016; Lee and Cha, Reference Lee and Cha2021; McKenna et al., Reference McKenna, Wang, Williams, McGregor and Boskey2022; Mitchell and Laird, Reference Mitchell and Laird2022; Li et al., Reference Li, Freeman, Schulenberg and Acena2023; Mitchell et al., Reference Mitchell, Bragg, De La Cruz, Winter, Reichert, Laird, Moldovan, Parker, Martin-Howard and Gardiner2023). Social VR and group interventions facilitated the creation of safer spaces and fostered a sense of shared experience. However, not every space was safe, and sometimes norms or structures that govern interactions were disregarded by some users (Nosek et al., Reference Nosek, Robinson-Whelen, Hughes and Nosek2016; Freeman and Acena, Reference Freeman and Acena2022; Li et al., Reference Li, Freeman, Schulenberg and Acena2023). While some participants appreciated more realistic avatars, gestures and environments, others felt the deviations from reality provided emotional safety and novel experiences (Abal, Reference Abal2012; Johnson et al., Reference Johnson, Feinglos, Pereira, Hassell, Blascovich, Nicollerat, Beresford, Levy and Vorderstrasse2014; Bloustien and Wood, Reference Bloustien and Wood2016; Nosek et al., Reference Nosek, Robinson-Whelen, Hughes and Nosek2016; Acena and Freeman, Reference Acena and Freeman2021; McKenna et al., Reference McKenna, Wang, Williams, McGregor and Boskey2022; Reyes and Fisher, Reference Reyes and Fisher2022). Gender-bending and pushing the limitations of disability were also possible in VR (Acena and Freeman, Reference Acena and Freeman2021; Bloustien and Wood, Reference Bloustien and Wood2016; Davis and Chansiri, Reference Davis and Chansiri2019; G Freeman et al., Reference Freeman, Lambe, Galal, Yu, Kabir, Petit, Rosebrock, Dudley, Chapman, Morrison, O’Regan, Murphy, Aynsworth, Jones, Powling, Grabey, Rovira, Freeman, Clark and Waite2022; McKenna et al., Reference McKenna, Wang, Williams, McGregor and Boskey2022; Reyes and Fisher, Reference Reyes and Fisher2022; Stendal and Balandin, Reference Stendal and Balandin2015). Some studies, particularly those providing psychotherapy, did not report any barriers. This represents a knowledge gap due to a power imbalance between providers, research teams and clients and can be resolved with mixed-method designs.

Appraisal of equity and intersectionality

The programs’ equity and intersectionality were impacted by many factors, including the composition of the research team, study planning, knowledge mobilization, eligibility criteria and ownership (see Figure 3 and Supplementary Material). Only seven study teams disclosed their positionality. In approximately half of the studies, researchers engaged with the populations being researched. The methods were typically not described in detail but included co-design, consultation, participatory and qualitative research, cultural adaptation, population-led design, or combinations of these methods. The most common method was consultations with the key community, with or without other methods. About half of the studies explicitly framed their studies on general equity and rarely intersectionality. A majority collected information on two or more axes of marginalization (k = 26); however, this rarely translated to analysis (k = 4) or interpretation. The studies overall did not conclude with any discussion of intersectionality, equity or policy suggestions (k = 1). Individuals were sometimes excluded without lifetime illness histories (k = 19), speaking a dominant language (k = 13), access or ability to use technology or the internet (k = 11) or clinic referral to study (k = 11). However, in some studies, they could self-refer (k = 11), self-define gender (k = 5) or racial or ethnic background (k = 4), and did not need proof of educational, income or housing status (k = 3), which facilitated participation. Some VR programs were commercially available, but few programs were entirely free (no advertisements, tiered pricing or memberships), open access, owned or continued by communities researched (see Supplementary Material). Three studies were conducted in upper-middle-income countries with youth and adults. The quality of the studies and results was heterogeneous in the LMIC context, while high-income countries benefited from the most studies.

Figure 3. Intersectionality appraisal based on shortened SIITHIA checklist.

Discussion

In this scoping review, we comprehensively synthesized 38 VR programs from the literature. Many of the studies included populations that were intersectionally marginalized. The services provided were diverse, such as social support and affirmation, support for mental and emotional wellbeing, education, disability, physical health and cultural connections. VR opened worlds of natural, customized support that met people where they were at. VR’s ability to demonstrate and present knowledge through visuals boosted participants’ skills and efficacy. While enjoyment, engagement, and some benefits were evident, further research is needed to strengthen the evidence for effectiveness and efficacy. Although there was a variety of programs, some commonalities, like social and adaptive features, benefited multiple groups. Considering equity and intersectionality in the design, implementation and continuation of the projects could have widespread benefits. However, this remains a significant gap in current practices.

Leveraging naturalistic environments

Our findings showed that even programs that were not based on psychotherapy techniques like cognitive-behavioral therapy could still leverage naturalistic benefits and achieve successful engagement. For example, programs with cultural elements passed along important heritage and encouraged reconnection with culture. In VR social spaces, users of all ages sought and provided emotional and social benefits, including stigmatized groups like 2SLGBTQIA+, who created safer spaces with their own rules for respite from marginalization. The impact of leisure on subjective wellbeing is robust across countries and age populations (Kuykendall et al., Reference Kuykendall, Tay and Ng2015). Indigenous culture as health is a framework which states that cultural practices are not just complementary but are the basis of health, further supporting community and leisure activities linked to wellbeing (Yamane and Helm, Reference Yamane and Helm2022). Peer-to-peer programs often lead to improved recruitment and retention (Sokol and Fisher, Reference Sokol and Fisher2016). Studies without structured programming can also offer participants benefits, possibly due to the natural advantages of social support (Acena and Freeman, Reference Acena and Freeman2021; Li et al., Reference Li, Freeman, Schulenberg and Acena2023; van Brakel et al., Reference van Brakel, Barreda-Ángeles and Hartmann2023; Wang et al., Reference Wang, Young, Plechatá, Mc Guckin and Makransky2023).

Mental and physical programming challenges and opportunities

VR enhances customization opportunities, which are perfected through co-design, testing and iterations. For instance, programs designed to build skills and knowledge for physical health had mixed results, particularly for women and racialized individuals. These studies employed various methods of community involvement, such as consultations and cultural adaptation. Some inconsistency in findings may be explained by a multitude of factors, including the small number of studies identified. However, improving the integration of intersectionality and collaboration could help address these challenges (Davidson et al., Reference Davidson, Liu, Bhopal, White, Johnson, Netto, Wabnitz and Sheikh2013). A starting point for many digital mental health (DMH) interventions is the standard of care for mainstream populations, which is then adjusted to encourage use by marginalized populations (Hwang, Reference Hwang2009). However, this carries the mainstream’s norms and assumptions about the efficacy of the approach for marginalized groups (e.g., individual preferences about VR) (Schueller et al., Reference Schueller, Hunter, Figueroa and Aguilera2019). Several skill-building programs we reviewed were built bottom-up, but very few provided in-depth qualitative inquiry about preferences and no information about preference for VR versus other programs. Strategies such as addressing structural barriers, endorsement of marginalized groups through race-matched facilitators, collaborative working and gender considerations are pertinent (Davidson et al., Reference Davidson, Liu, Bhopal, White, Johnson, Netto, Wabnitz and Sheikh2013). Following this, further testing and iterations should ascertain that the modifications are appropriate and retain their meaning. Lastly, improving the quality of the literature with larger, controlled studies is essential (Mathews et al., Reference Mathews, McShea, Hanley, Ravitz, Labrique and Cohen2019).

The VR programs targeted primarily internal factors, like anxiety, positive and negative affect, depression, gender exploration and affirmation, health-related distress, quality of life, social support, and suicidal ideation. However, as several reviews note, recognizing the condition (e.g., health symptoms) and not the cause (e.g., marginalization and social determinants of health) sometimes strays from the principles of intersectionality and equity (Buchanan and Wiklund, Reference Buchanan and Wiklund2021; Alegría and Cheng, Reference Alegría and Cheng2023). To truly have a positive impact on wellbeing, VR programs must contribute to the transformation of the systems of oppression that reinforce each other (Baum et al., Reference Baum, Bégin, Houweling and Taylor2009; Meskó et al., Reference Meskó, Drobni, Bényei, Gergely and Győrffy2017). VR can be a changemaker. For example, its accessibility to the public rebalances power dynamics. Persons with lived experience become creators. This replaces mainstream norms with a community-led response to wellbeing. There are also opportunities for cultural plurality and increased access to care through culturally tailored or translated triage and psychoeducation programs (Pendse et al., Reference Pendse, Nkemelu, Bidwell, Jadhav, Pathare, De Choudhury and Kumar2022). Indeed, as Carey and Crammond (Reference Carey and Crammond2015) write, “it is evident that the power of an intervention comes not from where it is targeted, but rather how it works to create change within the system” (Carey and Crammond, Reference Carey and Crammond2015).

Equity and intersectionality pitfalls and solutions

We identified some challenges related to equity and intersectionality and will propose solutions in this section. The results from the modified SIITHIA intersectionality checklist (Blair et al., Reference Blair, El-Samra, Chakravartty, Steensma, Bird and Jackson2022) indicated an effort to involve communities with room for improvement. Firstly, the studies fell short of conducting intersectionality analyses, which undermines the representation of diverse experiences and knowledge mobilization in future research. Secondly, European binary/cisgender gender populations were overrepresented, and certain racialized groups and genders were underrepresented. Participants were often excluded from studies for not speaking a dominant language, lack of internet or technological access, or having specific illness histories or diagnoses. This may reflect a systemic inaccessibility to research participation (McCall et al., Reference McCall, D and Loutzenhiser2021). Inclusion should be improved by providing all necessary materials and training, balancing convenience sampling from clinics with other recruitment methods and offering appropriate remuneration for the resources and time to participate (McCall et al., Reference McCall, D and Loutzenhiser2021). For the mental and social wellbeing of the populations being studied, it is essential for privilege to be rebalanced in recruitment practices, led by an understanding of financial or other privileges and destigmatization (McCall et al., Reference McCall, D and Loutzenhiser2021). While technology is mainstream, access varies within and between marginalized populations and countries. Thus, widening access to the internet and digital technologies in close consultation with affected communities and incorporating intersectionality theory remains a recommendation (Labrique et al., Reference Labrique, Wadhwani, Williams, Lamptey, Hesp, Luk and Aerts2018; Husain et al., Reference Husain, Greenhalgh, Hughes, Finlay and Wherton2022). VR is not always the appropriate technology for every setting or desired by every community. But further research is needed to examine how VR perpetuates and amplifies inequities, such as privileging higher-income, English-speaking communities (Jardine et al., Reference Jardine, Nadal, Robinson, Enrique, Hanratty and Doherty2024).

A lack of leadership support for marginalized groups is a key challenge. Cultural norms are often imposed in healthcare, and thus, some knowledge is discounted (Armaou et al., Reference Armaou, Araviaki and Musikanski2020; Pendse et al., Reference Pendse, Nkemelu, Bidwell, Jadhav, Pathare, De Choudhury and Kumar2022; Radu et al., Reference Radu, Scheermesser, Spiess, Schulze, Händler-Schuster and Pehlke-Milde2023). Nevertheless, VR can recognize and address cultural forms of distress and incorporate the positive psychology of each local context (Craven et al., Reference Craven, Ryan, Mooney, Vallerand, Dillon, Blacklock and Magson2016; Mendenhall and Kim, Reference Mendenhall, Kim, Dyer, Kohrt and Candilis2021; Pendse et al., Reference Pendse, Nkemelu, Bidwell, Jadhav, Pathare, De Choudhury and Kumar2022; Silverman et al., Reference Silverman, Rosario, Hernandez and Destin2023). Thus, a genuine community desire and putting aside assumptions or imposed norms must precede the commencement of a project. Community consultations, relationship-building and other strategies are part of an in-depth knowledge-gathering process. Furthermore, other researchers can leverage their privilege to improve access to plural forms of care (Pendse et al., Reference Pendse, Nkemelu, Bidwell, Jadhav, Pathare, De Choudhury and Kumar2022) by assuring open access to their programs for modification or use. Indeed, ownership and continuity of programs represent a significant challenge. Most of the programs reviewed were developed and owned by researchers and never made available to the communities researched (certain exceptions in the Supplementary Material). As the selected articles spanned over a decade, the relative lack of permanent digital wellbeing infrastructure demonstrates the research-to-practice gap identified elsewhere (Morris et al., Reference Morris, Wooding and Grant2011). This implementation gap demonstrates a weakness in the feasibility and cost-effectiveness of the programs developed thus far; however, future work should address these challenges. Ownership by marginalized groups seemed to leverage naturalistic benefits, such as connecting with others over lived experiences and social support.

Additionally, marginalized individuals found cost-effective solutions around issues of ownership and project continuity in Second Life. Researchers have made suggestions similar to these VR users’ projects; Mohr et al. (Reference Mohr, Riper and Schueller2018) say to create, trial and sustain digital tools to increase their feasibility and utility (Mohr et al., Reference Mohr, Riper and Schueller2018; Schueller, Reference Schueller2021). Thus, we encourage stakeholders to incorporate translation strategies, open access and data sovereignty within their VR and digital health programs (Armaou et al., Reference Armaou, Araviaki and Musikanski2020; Pendse et al., Reference Pendse, Nkemelu, Bidwell, Jadhav, Pathare, De Choudhury and Kumar2022; Radu et al., Reference Radu, Scheermesser, Spiess, Schulze, Händler-Schuster and Pehlke-Milde2023). Low-cost solutions or project end dates could be among the solutions researchers use to overcome funding barriers limiting open-access initiatives. A future direction may be to perform an environmental scan to identify challenges like VR program ownership and other equity issues.

Recommendations

VR interventions are enjoyable and relevant to marginalized populations, but the literature on their impact and effectiveness was quite heterogeneous. Our logic model (Figure 2) summarizes these findings and their generalizability across populations. We identified limited studies meeting our criteria for wellbeing and not just targeting symptoms. Targeting symptoms or conditions is more appealing to some populations (Boucher and Raiker, Reference Boucher and Raiker2024), sometimes reducing attrition. However, the context and healing paradigms of the populations are important (Borghouts et al., Reference Borghouts, Eikey, Mark, De Leon, Schueller, Schneider, Stadnick, Zheng, Mukamel and Sorkin2021). The literature speaks to how co-development and leadership from marginalized populations benefit the implementation of wellbeing programs (Cyril et al., Reference Cyril, J, P-I and Renzaho2015). Thus, we recommend the following:

Strengths and limitations

We addressed the knowledge gap on VR use by marginalized groups. Moreover, we took a complex approach by examining equity and intersectionality in research design, systemic factors and program features. We have also provided recommendations, including addressing the issues of power to stakeholders. Equally, we identified a key gap: subgroup analyses were rare, so were intersectional interpretations. Our search strategy was verified by members of the research team and a university librarian. However, we excluded articles that were symptom-centered and about non-marginalized populations, which limits this review’s scope. We manually quality-checked; however, our AI reviewer has a potential 5% margin of error. Additionally, positive research findings tend to be reported, while negative findings are not, meaning a potential publication bias. The included studies often had smaller sample sizes, reflecting the possibility that this literature is in development for marginalized groups and groups unrepresented in this review, such as lower-income countries. Though several included studies were RCTs, effect sizes and practical significance were underreported. Due to the heterogeneity of measures, we interpreted findings primarily through narrative synthesis. Researchers of diverse backgrounds and expertise compose our team; however, we may have biases due to our positionalities. Equally, the premise of our question may reflect privilege and differences in experiences, which limit its utility to some populations. The studies focused on communities using VR but not those ambivalent, against its use for their wellbeing or who lacked access to VR, except in a few studies, which is a limitation of our findings.

Conclusion

VR programs developed for and by marginalized populations have many applications and benefits. We provided a logic model, examining factors for various kinds of VR interventions, and provided their target populations and technologies used. Marginalized researchers and community members can also find a list of publicly available programs reviewed in our supplementary content. Future directions are to conduct subgroup analyses, ensure the continuity and ownership of programs by the populations studied and address underserved populations like racialized, Indigenous and gender expansive communities. In future studies, researchers should design with the intention of transforming health systems to address equity for marginalized populations, especially through collaborations and population-led designs.

Open peer review

To view the open peer review materials for this article, please visit http://doi.org/10.1017/gmh.2025.10084.

Supplementary material

The supplementary material for this article can be found at http://doi.org/10.1017/gmh.2025.10084.

Data availability statement

The data that support the findings of this study are openly available on the Open Science Framework. A pre-print of this article and its contents was made available at https://doi.org/10.31234/osf.io/3u7ea.

Acknowledgements

Many thanks to Jill Boruff from the McGill University library for advising us on the search strategy.

Author contribution

Conceptualization of the study and methodology was in collaboration between Q.S., Martin L., Myrna L. and G.S. The search and screening team who were involved in the investigation were A.H.M., E.C.D., L.S., C.J. and C.D. Software testing and modifications were done by Q.S. and C.D. Data were validated (Q.S., C.L. and A.H.M.) and then analyzed by Q.S. Q.S. is the main author, writing the original draft, which was reviewed and edited by all authors.

Financial support

This work was supported by a doctoral fellowship (https://doi.org/10.69777/316179) from FRQS by the primary author (Q.S.). Otherwise, this research received no specific grant from any funding agency, commercial or not-for-profit sectors.

Competing interests

The authors declare none.

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Figure 0

Figure 1. PRISMA flowchart.

Figure 1

Table 1. Study characteristics

Figure 2

Table 2. Description of interventions

Figure 3

Figure 2. Logic model.

Figure 4

Figure 3. Intersectionality appraisal based on shortened SIITHIA checklist.

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Author comment: Virtual reality offerings for wellbeing for and by marginalized populations: A scoping review on equity and intersectionality — R0/PR1

Comments

Dear editors,

We submit for your consideration Virtual Reality Offerings for and by Marginalized Populations: A Scoping Review on Equity and Intersectionality. Within this five-thousand-word article, we synthesize the current literature and identify several gaps. This review finds multiple applications and benefits of VR to marginalized populations: Programs developed with Indigenous authors and collaborators opened another avenue to cultural connection for participants. Youth had opportunities to build skills and competencies. Older individuals’ affect improved while using the technology. Sexual and gender minorities found safer spaces and relief from mental, emotional and social adversities…Meanwhile, several factors impact VR’s meaningful benefit to marginalized populations, such as community ownership, sex and gender considerations, stratified analyses, transformation of systems, and equitable access.

We first present the article with graphical and English language abstracts. We then introduce the importance of this work, citing Pendse et al (2020), as a key reference to how developing virtual reality (VR) programs can contribute to tailored and plural routes to improving wellbeing. Our methods follow principles from PRISMA-SCR, JBI Evidence Synthesis, and SIITHIA resources, checklists provided in the supplementary materials. For instance, the protocol was preregistered and data available from (DOI 10.17605/OSF.IO/4HE3D), and we provide a PRISMA flow-chart (Figure 1).

The results are presented with both a special section for equity and intersectionality considerations—a critical appraisal of the literature using a modified SIITHIA (shortened by researchers) (Figure 3)—and throughout the results and discussion section. We highlight underrepresented groups, methodological gaps, and systemic barriers and facilitators of this research. We end by providing recommendations to marginalized individuals and researchers who would like to use VR, including a list of resources (Supplement 4), and logic model (Figure 2).

Review: Virtual reality offerings for wellbeing for and by marginalized populations: A scoping review on equity and intersectionality — R0/PR2

Conflict of interest statement

none

Comments

Overall this is a really important topic and review. I was asked to comment on how well global content was included and discussed, and this is a significant limitation I note below that needs to be explicitly addressed. I believe with more specificity and attention to study design/purpose, this review could be improved and have great implications for research and practice. Specific comments below:

Impact statement:

-Consider a range of socio-demographic factors that are know to be associated with marginalization and healthy inequities -currently “How can sex, gender, race, and ethnicity be better included in the design and research on this topic?” yet there are other important social determinants of health, including sexual orientation, dis/ability, immigration status, class and income; and also global diversity. From an intersectional lens rooted in the Combahee River Collective, class, race, gender and sexual orientation are inextricable from intersectional analyses.

-this can be reworded; are you focusing on positive psychology, salutogenic factors (e.g. this is not clear: (Could further community engagement help identify non-symptom-based, positive, or other relevant targets and mechanisms?)

Abstract

-need to include more detail on how marginalization showed up in the findings: what kinds of populations or health issues were included? What global regions (including low and middle income contexts-LMIC)? How much racial/gender/SES/sexual orientation and regional/LMIC inclusion in your 38 articles?

-most studies reported ‘positive’ outcomes: please be more clear what this means

-also consider noting the digital divide and digital literacy as key factors relevant to LMIC inclusion in VR

Main paper-introduction

-this could be strengthened by including clear examples of who you are really talking about when you say marginalized people. What marginalized people have been using VR and what ones are still not using it? There is a generic marginalization that is hard for the reader to understand

-there is also no geographic specificity-is this mainly in high income contexts vs. LMICs?

-line 115 gives some good examples but no geographic locations are listed, please add more specificity and provide the reader a better understanding of study designs used to make the claims

-was there a librarian involved in the search strategy

-screening: how did you operationalize this marginalization criteria (populations that were marginalized, defined as having limited access to health promotion and more exposure to health risks) in your search?

-your positionality experiences could be in an appendix and this would allow more space for more detail in the preceding section about the background literature in this area per above, as well as more detail about how you operationalized your key variables.

-in particular, how you categorized marginalization is really important to describe for the reader and how did you make that decision/definition

-since only 11% of literature was from low and middle income contexts, I recommend adding another section/subheading along with the other populations you describe entitled ‘low and middle income contexts’ (LMIC) and detail where and how this was used, and any results. This is really important as there is a serious digital divide in VR and you have the opportunity to showcase what has been done in LMIC and discuss if it was different from high income countries in any way and how it was culturally/contextually adapted. Without this there can remain a bias in your review towards showcasing high income examples

-the logic model can also disentangle the findings by high income vs. LMIC as there are different barriers and facilitators to access and digital literacy

-appraisal of equity and intersectionality: the authors state that ‘only 7 teams disclosed their positionality’ but this is not a required tenet to show equity -there is not a standard practice and depending on where people publish, it may not be accepted. So this could perhaps be a recommendation (if you have literature that it matters if people publish their positionality); another consideration is safety for co-authors to disclose publicly a stigmatized identity in contexts of criminalization and stigma and discrimination-the assumption that everyone can and should publicly disclose their identities is not fully agreed upon in the equity field so should not simply be stated without any critical reflection on the privilege and safety (particularly thinking of where lgbtq folks, sex workers, people who use drugs, people with HIV are criminalized)

-this section needs a bit more nuance: participants being ‘barred’ from participation is framed in a negative way rather than as inclusion/exclusion criteria within a scope of study

-discussion: when you can more fulsomely describe how you define marginalization this can be updated to reflect that, and when you disaggregate the LMIC vs. high income studies this can also be integrated in the discussion

-the first paragraph of the discussion seems to present a more strong view on the efficacy of VR than was presented in the results, so I suggest specificity in what was actually efficacious vs. enjoyable (both important, but different with different implications)

-the discussion should not be presenting new information/results, so some of the mental and physical programming challenges and opportunities needs to be integrated back into the results, and then briefly referred to here but no new results in the discussion

-there is a discussion in the tables of who included intersectionality measures: there is a field of research on this that needs to be more fulsomely referenced in your methods section: how did you assess if intersectionality was measured, what references did you use etc. What may be more accurate to report is, if the studies were designed to address intersectionality and thus measure it, or if you are looking at studies for what you think they should have done (rather than assessing what their objective/aims were). It is possible that they addressed equity but did not apply an intersectional lens, so how you frame/critique studies should also take into consideration the very purpose and scope of the study otherwise you are doing an extra critique that is beyond what the study ever meant to do

-equity pitfalls also presents new findings: please separate findings from the discussion so discussion is situating the findings you already discussed within the larger literature

-also think about the limitations facing researchers; maybe they do not have funds forever to make the VR program open access and face other barriers that are structural

-I think both tempering your language and assumptions about what studies should have done, and being more specific about what they did and found, will strengthen the paper. Considering the strengths of the studies within their scope, and more generously discussing ways forward, will help your paper feel less judgmental toward researchers and more productive/generative

-the conclusion is too long and should be a high level summary of what was found and what we should do next (some of the conclusion can be integrated into the discussion)

-overall more specificity and acknowledgment of limitations of a single study should be considered; even the last sentence ‘Equally, researchers should design their studies around transforming health systems to address equity for marginalized populations’ does not provide any examples or a roadmap of how a VR study can transform a health system to address equity, being more clear and with grounded examples of what that could look like would help the reader

-as this is a global mental health journal, exploring and discussing implications of your review in diverse global contexts (including LMIC) is key for this specific journal focus and for the field at large.

Review: Virtual reality offerings for wellbeing for and by marginalized populations: A scoping review on equity and intersectionality — R0/PR3

Conflict of interest statement

Reviewer declares none.

Comments

The authors of “Virtual Reality Offerings for and by Marginalized Populations: A Scoping Review on Equity and Intersectionality” set out to identify thematic practices of well-being instituted by and for marginalized populations via virtual reality (VR). The article is ambitious but currently falls short of developing novel and productive insights. Indeed, the work may have been scoped too much, too stringently, as valuable scholarship from IEEE and ACM databases is not really present. These are the two most popular databases for VR design and development scholarship. Not including these scholarly databases was a major misstep in the work. The authors say Google Scholar was used, so these databases might be present, but only one citation is attributed to each. The authors would find many efforts of VR designers working to engage and help marginalized populations in those archives. The authors are encouraged to go back and include these archives in their approach.

Beyond this, there are a few sections in the article that lack clarity. It begins with the title, which mentions this is a scoping review of intersectionality and equity. However, the article focuses on “wellbeing” and “well-being” (used interchangeably and present in both forms throughout the manuscript—further, the term is not defined). For example, in the abstract, "we performed a scoping review of VR’s use for wellbeing." However, well-being is not mentioned in the title. A standard or citable definition for well-being would help anchor and frame the work. Later, the work discusses equity in the objectives and then on page 11.

The introduction could be better focused on establishing the problem space and active research streams. Here, a definition of well-being could be presented, and a deeper discussion of how well-being is intersectional would be productive. Further, the authors might clarify whether the focus is on the “Equity and Intersectionality” of marginalized communities' uses of VR for well-being. This kind of clear statement may be the bridge that is missing.

As a VR researcher, I am concerned that some of the Second Life scholarship is addressing the non-VR version of the platform. The non-VR version of Second Life was often called a “virtual reality” but was most frequently not experienced in a headset, like contemporary VR. The authors should either define a comprehensive definition of VR that encompasses non-headset examples or check that these examples were indeed in VR based on our contemporary understanding.

The discussion of the inequities related to VR usage needs more attention. It is glossed over in the Objective section. Honestly, the inequities spread across all versions of XR along the virtuality continuum. The authors are encouraged to explore these inequities through the lens of spatial justice.

Readers would likely appreciate a table with the pre-existing literature filters. The authors' tables and figures are very helpful!

Other sections could be cleaned up. Removing anti-prejudice articles is odd and not well-justified for an article focusing on equity.

In the discussion section, the authors discuss leveraging the natural environment but what follows is more about socio-cultural environments. Interestingly, there is research in the ACM and IEEE libraries about how VR green spaces encourage well-being. The authors should engage with this literature to improve this discussion. Further, there are a few claims in the discussion that have a single citation given. This approach seems incongruous as the evidence for thematic claims was well-cited in the results section.

In the end, the authors should revise primarily for clarity but should run their selection process through the IEEE and ACM proceedings before doing so. This would likely improve the novelty of their insights, and progress could be made more actively in this critical domain.

Review: Virtual reality offerings for wellbeing for and by marginalized populations: A scoping review on equity and intersectionality — R0/PR4

Conflict of interest statement

The reviewer declares the following financial interests/personal relationships which may be considered as potential competing interests: She is the Director, SIM Advancement & Innovation, Simulation Canada, a Canadian not-for-profit organization which promotes and delivers simulation-based health professions education. In this role, she was asked by Colleges and Institutes Canada (CICan) to chair the Equity, Diversity, and Inclusion (EDI) Working Group of their Virtu-WIL project (2021-2025), funded by Employment and Social Development Canada (ESDC) via its Innovative Work Integrated Learning Initiative (I-WIL). She is also a co-editor for a textbook, which was designed as a practical hands-on guide to help teaching faculty understand the context of EDI in healthcare education and how to incorporate those concepts into simulation-based teaching and training and has been accepted for publication by Springer Nature.

Comments

Introduction:

Including a more detailed definition of “VR” would be a benefit for readers who are not familiar with simulation technologies. Perhaps, even more helpful for readers is a description of “marginalization” and “marginalized groups.” Additionally, I think defining “wellbeing” and “adaptive approaches” would help readers better understand and appreciate the article.

The reviewer appreciates the inclusion of intersectionality into the introduction, further elaboration would be useful to those who are not familiar with the term, and the authors should explain what they mean by “intersectional marginalization.”

Language and choice of words are important when talking about people who have been traditionally marginalized and researchers who do not identify with these communities need to be particularly mindful of tone. For example, “marginalized persons are currently under-served by VR and other digital health for healing and support when desired”: what do the authors mean that people from underserved groups are underserved by technology, which is created by people? And who is judging desire and whose desire? Rather, for example, would it be more accurate to say that “members of marginalized groups are finding few VR and other digital tools for purposes of healing and support when they are seeking them?”

“To date, VR is not being fully applied to the benefit of marginalized groups, who access a dearth of healthcare resources and are exposed to greater wellbeing risks” is unclear to this reviewer. Do authors mean that marginalized groups do not access healthcare resources? Or that there is a relative lack of healthcare resources for those who identify with marginalized groups?

In the second paragraph, specific examples would help the reader understand the researchers. What does “culturally relevant modalities” mean? What does “plural forms of care” refer to? And what impacts might they have?

There are key concepts in the second paragraph which are well known to those familiar with simulation-based health professions education, but warrant defining to facilitate a wider audience (i.e., embodiment and immersion).

In the third paragraph, the authors name challenges that face VR: it would be more accurate to state that there are challenges for the design, implementation, access, or reach of VR. VR is a product, and the challenges are faced by its creators (and those who implement or use it to teach), not the modality itself. These challenges should also be defined for the benefit of the readers: what do they mean by “systemic inaccessibility” and “monolithic programming”? While the authors offer an example of Indigenous participants’ experiences, it is not clear if the example speaks to one of the named challenges or all of them. It is important to remember that Indigenous Peoples constitute members from many nations and their views will likely be heterogeneous. Again, terms such as “conventional care” should be defined: are the authors referring to healthcare? Mental healthcare? Western healthcare? This is germane for this publication forum, which specifies “global mental health” and should try to avoid asserting a white North American/European dominant narrative. The authors also suggest that demographic information and diversity constitute diversity, equity, and inclusion: again, here, this reviewer feels that the current text would benefit from elaboration.

Objectives:

This section would benefit from re-writing. What does “reproduction of inequities in some forms of VR” mean? Does this refer to the unintended result that VR can replicate or even possibly magnify the health inequities which currently exist? The authors should discriminate between “wellbeing” and “strict clinical goals”: how are these two different and would there be a situation where these two goals overlap? The aims should be clarified: what is a target and an outcome? How do the authors define these constructs? And from whose point of view?

Methods:

The reviewer benefited from referring to the study protocol registered on OSF Registries and suggest that including the section “The review will include…” and the exclusion criteria in their paper will add clarity for readers.

This reviewer appreciated seeing their logic model, and suggest that they reference the logic model earlier, as this would have clarified the objectives.

This reviewer appreciated the statements of positionality from the researchers. While the researchers have clearly experienced various forms of marginalization, they acknowledge their privilege in terms of their educational/employment background and that they live in a high income, Western country.

Given that this scoping review is examining VR created FOR marginalized groups and BY marginalized people, using an equity lens, the research team could be strengthened by including: a member of members of marginalized groups who are actual users of a VR program; and a member of members of marginalized groups who is an actual developer of a VR program, designed for their own group or another marginalized group. Inclusion of members with lived experience may strengthen the design of the study and the validity of their findings.

The reviewer appreciated the authors’ efforts to ensure that their research activities were inclusive and equitable, which included referring to and using the SIITHIA intersectionality checklist.

Results:

A more detailed discussion earlier in the Objectives or Methods section around “wellbeing” and “strict clinical goals” would be helpful, as in the Results sections, the authors include clinical outcomes such as “decrease in depression” and “improved physical strength” which could be considered clinical goals from the users’ perspective.

Discussion:

A rich discussion section.

I would have liked to see more elaboration around co-design and co-creation with members of lived experience for whom a VR is being created by someone who does not share that experience, which is often the case for simulation-based interventions. True co-creation and testing would assist in identifying areas that could be iteratively improved for end-users, such as unclear information, intuitiveness of the program, realism, etc.

The authors indicate that VR can be a changemaker, though its accessibility and potential to redistribute of power towards those creators with lived experience. However, it should be acknowledged that VR can amplify power differences, through the privilege of technology. For example, those who experience housing insecurity and poverty are less likely to have access to VR technology and to have the knowledge and skills to use the technology as a creator. Efforts must include making technology and VR more accessible to people with lived experience.

The authors describe representation within the programs they reviewed and indicate that certain groups were overrepresented, while others were underrepresented. Additionally, some regions are clearly overrepresented, such as the United States and Canada, and the programs are predominantly English. These trends reflect the research and development of VR technology, and the use of VR may amplify these forms of overrepresentation. And some groups may be overrepresented in certain regions. For example, cisgender/binary gender populations may be overrepresented in the US, Canada, UK, and Australia but may be completely absent in other parts of the world, which could be of interest for a global publication.

This study looks at what is publicly available through systematic search of the literature and the authors indicate that most of the programs they reviewed were developed and owned by researchers. They indicate that ownership and continuity of programs are challenges, which also include that some programs are proprietary and require users to pay to use them, which forms a barrier to access. This is another mechanism by which VR may amplify differences of privilege.

Furthermore, the authors note barriers encountered by users to access such programs, but these deserve more discussion in the context of a global review, such as: users’ ability to access to technology; reliable internet access; users’ ability to access the internet; users’ ability to use VR technology. These are relevant factors, as computer access and reliable internet services are not universally available. Even within a high-income country as Canada, northern areas of the country do not have reliable internet. And these factors are issues of equity and privilege which may not be strongly evidenced in the programs reviewed by the authors; they are likely barriers encountered by the non-users, which may account for their non-participation in the programs reviewed and lack of representation amongst users. A limitation of this study is the lack of the voices and perspectives of the non-users.

Recommendation: Virtual reality offerings for wellbeing for and by marginalized populations: A scoping review on equity and intersectionality — R0/PR5

Comments

Thank you for submitting your manuscript for review. Although the reviewers acknowledge the relevance of the subject, they have identified notable flaws in the background, methodology, findings, and their interpretation. The reviewers have provided useful recommendations that could improve the manuscript. We invite you to carefully consider and address the reviewers’ comments and recommendations and resubmit a revised manuscript.

Decision: Virtual reality offerings for wellbeing for and by marginalized populations: A scoping review on equity and intersectionality — R0/PR6

Comments

No accompanying comment.

Author comment: Virtual reality offerings for wellbeing for and by marginalized populations: A scoping review on equity and intersectionality — R1/PR7

Comments

No accompanying comment.

Review: Virtual reality offerings for wellbeing for and by marginalized populations: A scoping review on equity and intersectionality — R1/PR8

Conflict of interest statement

The reviewer declares the following financial interests/personal relationships which may be considered as potential competing interests: She is the Director, SIM Advancement & Innovation, Simulation Canada, a Canadian not-for-profit organization which promotes and delivers simulation-based health professions education. In this role, she was asked by Colleges and Institutes Canada (CICan) to chair the Equity, Diversity, and Inclusion (EDI) Working Group of their Virtu-WIL project (2021-2025), funded by Employment and Social Development Canada (ESDC) via its Innovative Work Integrated Learning Initiative (I-WIL). She is also a co-editor for a textbook, which was designed as a practical hands-on guide to help teaching faculty understand the context of EDI in healthcare education and how to incorporate those concepts into simulation-based teaching and training and has been accepted for publication by Springer Nature.

Comments

INTRODUCTION

The Introduction opens with “[v]irtual reality (VR) could improve wellbeing, the composite of across multiple dimensions, of marginalized groups, if done so equitably.” At least four concepts or constructs should be defined: VR; wellbeing; marginalized groups or marginalization; and equity. The definition of VR should be revised: VR does not create a 3-D world but rather IS a simulated, 3-D world which is created by using computer technology, and with which users interact and experience through equipment that provides sensory stimuli to users. Furthermore, in the Inclusion criteria section, the authors indicate that studies needed to have “met the definition of VR from Sherman and Craig”; their definition could be included in the Introduction.

“Wellbeing” is not clearly defined in the Introduction: is wellbeing synonymous to relaxation, encouragement to adopt health behaviours etc.? The authors clarify this term in the Inclusion criteria section; however, I think it would help the readers to have this earlier in the Introduction section.

“Marginalization” is also not clearly defined by the authors in the Introduction. Further clarity around this concept would be of benefit to readers, especially since “marginalized” has been contested as being stigmatizing. The AMA/AAMC suggests, for instance, that “groups that have been economically/socially marginalized; groups that have been historically marginalized or made vulnerable; historically marginalized” are preferred terms as they are more equity-focused (American Medical Association and the Association of American Medical Colleges (AAMC) Center for Health Justice “Advancing Health Equity: A Guide to Language, Narrative and Concepts,” available at https://www.ama-assn.org/system/files/ama-aamc-equity-guide.pdf).

I think the authors should further clarify the concept of intersectionality, especially since that they suggest that it is “a key consideration for VR creators”: the result of experiencing multiple forms of oppression, concurrently, is a unique, subjective experience for an individual and the collective result of experiencing multiple oppressions is not merely additive. I also feel the following sentence “[i]ndividuals become caught in the margins as multiple systems of oppression work together,” can be interpreted that “being multiply oppressed” is a chance occurrence, whereas systemic racism is a result of deliberate policy and political choices made by dominant groups to deliberately oppress other groups. Groups are marginalized not only through social processes, but also economic and political processes.

Please clarify: “This dearth of resources is robustly associated with experiences of racism, heterosexism and other marginalizations”—experiences of a certain group of people? Certain groups of people? If there is an emphasis on intersectionality, identifying that a particular group of people are experiencing specific, multiple, concurrent oppressions would be helpful.

I wonder if “Indigenous participants…indicated that digital health did not consider their needs…” speaks more to that Indigenous health is simply ignored or absent in digital health, as in many ways, representation of Indigenous Peoples is missing in simulation-based medical education.

OBJECTIVES

Please clarify who are “marginalized stakeholders.”

The authors have included a statement of positionality in the Methods section. I wonder if this section should be brought up earlier, as I feel that the diversity of the team and the lived experiences of team members, who include “marginalized VR users and creators” have shaped the objectives of this project. I think that including a discussion of “allyship” (The Anti-Oppression Network, available at https://theantioppressionnetwork.com/allyship/) and “advocacy” as researchers and authors would contribute to the richness of this paper.

RESULTS

Please consider re-categorizing the program for young female sexual violence survivors. Literature suggests that intimate partner violence is experienced by a large proportion of women and girls and should not be characterized as a “minority” experience.

Furthermore, the use of “minorities” is controversial, as it may seem like as an example of “othering” language and “sexual and gender minorities” may imply cisheteronormativity as the desired dominant standard.

“Individuals with Disabilities” section offers an opportunity to refer to intersectionality and would present the reader with concrete and relevant examples of how forms of oppression and marginalization can intersect.

Putting Finding Together

“Different emotions motivated VR use, such as feeling safe, being curious about the technology, wanting to meeting others with similar backgrounds, and being interested in experiencing new things.”

“Social VR and group interventions facilitated the creation of safe spaces and a sense of shared experiences. However, not every space was safe and sometimes norms or structures around

interactions were not followed by some users.” There is discussion about what constitutes a safe space, and who determines “safety” of a space: for example, https://www.tandfonline.com/doi/full/10.1080/14675986.2019.1540102#abstract

DISCUSSION

Leveraging naturalistic environments:

Please define “un-manualized” programs.

Mental and physical programming challenges and opportunities:

Please spell out “DMH interventions.”

“A starting point for many DMH interventions is the standard of care for mainstream populations, which is then adjusted to encourage use by marginalized populations (Hwang 2009). However, this carries assumptions about the efficacy of the approach for the marginalized groups; for example, individual preferences about the use of virtual reality (Schueller et al. 2019).” This also reinforces the idea that the dominant group is the norm.

Suggest editing to “The VR programs targeted primarily internal factors, such as wellbeing, anxiety, affect, depression, gender exploration and affirmation, health-related distress, quality of life, and suicidal ideation. Though, as several reviews note, recognizing the condition (e.g., health symptoms) and not the cause (e.g., marginalization and social determinants of health) sometimes strays from the principles of intersectionality and equity (Alegría and Cheng 2023; Buchanan and Wiklund 2021). To truly impact wellbeing, VR programs must contribute to systems-level change and the transformation of the systems of oppression which uphold each other (Baum et al. 2009; Meskó et al. 2017).”

Equity and intersectionality pitfalls and solutions:

“Programs for wellbeing being developed by marginalized groups are a key challenge”: in what ways are they a challenge? It seems to this reviewer, that the authors describe, in this paragraph, the challenges that such programs face or encounter.

Recommendations:

Suggest revising “VR interventions are enjoyable and relevant, but the literature was quite heterogenous on the impact and efficacy” to specify the populations of interest for this study.

Strengths and limitations:

“Equally, the studies focused on communities using VR but not those ambivalent or against its use for their wellbeing (i.e., non-users), which is a limitation of our findings”: I would add that additionally, “those who were unable to use VR for this purpose (ie., due to lack of access, lack of resources) are not represented.”

CONCLUSION

The authors might consider also include suggestions that researchers should partner with members of the community of interest to engage in true co-creation, co-design and collaboration.

Review: Virtual reality offerings for wellbeing for and by marginalized populations: A scoping review on equity and intersectionality — R1/PR9

Conflict of interest statement

Reviewer declares none.

Comments

The work is much improved. My main suggestion is that the authors revise the introduction which could be clarified to better establish their position and research. I think this could be done with some minor restructuring.

Instead of discussing facets of the problem before presenting the clear objectives around line 185, the authors might present a concise statement in the introductory paragraph. Lines around 246 might be elevated to clarify the entire objective of the article more succinctly. From there, the authors can then define wellbeing, the challenges to marginalized creators and audiences in VR, and marginalization generally.

I do think that in the screening criteria, clarity might be provided by defining what a “symptom-based” outcome is. I understand this after reading the paper twice, but a brief explanation here would be useful. We get some insight on this in Limitations, “However, we excluded articles that were disorder-centered and non-marginalized populations, which limits their scope.” Grabbing that line, I can see there is a typo in it. I think you mean to say “and about non-marginalized…” All the same, are symptom-based outcomes not disorder-centered? This is the clarity I seek.

The authors are also encouraged to bullet out their recommendations for clarity and readability.

Review: Virtual reality offerings for wellbeing for and by marginalized populations: A scoping review on equity and intersectionality — R1/PR10

Conflict of interest statement

none

Comments

The authors have made great progress in strengthening the manuscript and attending to the extensive reviewer comments. Congratulations on this progress.

I have 3 additional recommended revisions before acceptance:

1) first, there are a lot of typos and issues with the word choices (abstract for instance, “Black or African American (26%) and European or White (53%) individuals composed many studies, but other sociodemographic characteristics were underreported”: does this mean they developed the study, or the study populations included these ethnoracial groups? the word composed is confusing here).

Also on page 11 “The possibility to meet people from any location or be in anywhere”.

-there are also a lot of terms used for sexually and gender diverse persons with no consistency or definition -to make your reading accessible please try to use consistent language or offer defintions of terms/acronyms for the global readership

I suggest a careful proof reading line by line with an Expert english speaking proof reading is needed.

2) Second, I feel the gaps regarding low income and LMIC country exclusion from the literature warrant express attention. There was a recent Ugandan study published on VR in this journal, and there is a need to really think about what it means and why it matters or not that there were no low income countries in your study. This is only briefly touched on and you mention LMIC but then do not elaborate what that means when we consider underfunded health systems, structural roots of problems, etc. As a global journal I would like to see a bit more here.

3) finally, I do not feel the explanation of systems change with VR is enough. The example lacks specificity. What about transforming systems by using VR to reduce stigma and improve cultural competence in health care, or policing etc? For me this is a bit too vague still: "To truly impact wellbeing, VR programs must contribute to the transformation of the systems of oppression which uphold each other (Baum et al. 2009; Meskó et al. 2017). VR can be a changemaker, for example, through its

accessibility to the public, which rebalances power with persons with lived experience as creators. Indeed, Carey and Crammond (2015) write that, “it is evident that the power of an intervention comes not from where it is targeted, but rather how it works to create change within the system” (Carey and Crammond 2015)." There are no examples of systems change so this can be amended

After you attend to these, I think this could be a good addition to the literature.

Recommendation: Virtual reality offerings for wellbeing for and by marginalized populations: A scoping review on equity and intersectionality — R1/PR11

Comments

Thank you for revising the manuscript and addressing the reviewers’ recommendations.

All reviewers are satisfied with the revisions but have requested some minor additional changes.

We kindly invite you to carefully consider and respond to the reviewers’ comments and suggestions. Please submit a revised manuscript when your revisions are complete.

Decision: Virtual reality offerings for wellbeing for and by marginalized populations: A scoping review on equity and intersectionality — R1/PR12

Comments

No accompanying comment.

Author comment: Virtual reality offerings for wellbeing for and by marginalized populations: A scoping review on equity and intersectionality — R2/PR13

Comments

No accompanying comment.

Review: Virtual reality offerings for wellbeing for and by marginalized populations: A scoping review on equity and intersectionality — R2/PR14

Conflict of interest statement

The reviewer declares the following financial interests/personal relationships which may be considered as potential competing interests: She is the Director, SIM Advancement & Innovation, Simulation Canada, a Canadian not-for-profit organization which promotes and delivers simulation-based health professions education. In this role, she was asked by Colleges and Institutes Canada (CICan) to chair the Equity, Diversity, and Inclusion (EDI) Working Group of their Virtu-WIL project (2021-2025), funded by Employment and Social Development Canada (ESDC) via its Innovative Work Integrated Learning Initiative (I-WIL). She is also a co-editor for a textbook, which was designed as a practical hands-on guide to help teaching faculty understand the context of EDI in healthcare education and how to incorporate those concepts into simulation-based teaching and training and has been accepted for publication by Springer Nature.

Comments

The manuscript needs editing; the authors should create a clean copy to review, as there are multiple instances where grammar needs revision, including the opening sentence of the Background section.

Background:

This reviewer suggests starting with the last sentence of the first paragraph, and then to define the concepts which are foci of this article: VR, wellbeing, and marginalized groups. The concept of marginalization is still not yet clearly defined in this current iteration of the manuscript and this reviewer’s comment that “marginalized” has become a contested term and is considered stigmatizing. This reviewer wonders why the first sentence of the second paragraph specifically identifies two distinct groups of people (“[i]ndividuals who are excluded from healthcare resources and exposed to greater wellbeing risks, or marginalized individuals”), whereas individuals who are excluded from healthcare resources and exposed to greater wellbeing risks ARE marginalized. The authors specify “marginalized” populations as “as having limited access to health promotion and more exposure to health risks” in the Inclusion Criteria, and this reviewer suggests defining “marginalization” earlier in the manuscript will help with clarity.

Readers would benefit a clearer and more accurate definition of intersectionality. The sentence “marginalization influences a person’s health status and access to health care, which are inextricably linked, as intersectionality theory describes” needs unpacking, as it is not actually obvious to readers how marginalization, health status and access are inextricably linked and how this interaction is an intersectional one.

The authors’ choice of definition of equity requires a reference. This reviewer suggests that they consider the classic definition of equity as put forward by the WHO: “Equity is the absence of unfair, avoidable or remediable differences among groups of people, whether those groups are defined socially, economically, demographically, or geographically or by other dimensions of inequality (e.g. sex, gender, ethnicity, disability, or sexual orientation)”.

This reviewer feels that the third paragraph is speaking to the lack of VR programming for certain groups and that there is a lack of representation of certain groups in the programs themselves. If this interpretation is correct, this reviewer suggests the addition of a couple of sentences describing why this lack of representation is worrisome. For instance, this lack does not adequately support those with other identities but also renders these groups as being invisible and this absence itself may be an invalidating experience.

Objectives:

This reviewer is wondering if access can be defined or described. Does this refer to accessibility or usage?

Positionality statement:

This reviewer values the addition of this statement here; their positionality statement enables readers to appreciate the lens through which the authors have planned, designed, undertaken their search and analyses, and generated their discussion and conclusions.

Inclusion/exclusion criteria:

Please note that in Inclusion Criteria the SDGs are attributed to the WHO and in the Exclusion Criteria, are attributed to the UN.

Results:

“Marginalized Youth (k=3)

Multi-session, classroom-based programs provided minority students with guidance from avatars or their teachers on self-efficacy and competence (Bell et al. 2018; Wang et al. 2023).” Please define “minority students” and please consider the following:

Minority means “less than” and is now considered pejorative. In addition, groups have been made minorities by dominant culture and whiteness, thus minoritized. Importantly, marginalization and minoritization occurs not just with racial identities, but with other identities as well, including gender. At stake is the connection of status to power differentials. Minoritization is associated with a loss of power. (page 13, American Medical Association and the Association of American Medical Colleges (AAMC) Center for Health Justice “Advancing Health Equity: A Guide to Language, Narrative and Concepts”)

Underrepresented Sexualities and Genders Minorities (k=8)

This reviewer feels strongly about including the program for young female sexual violence survivors in this grouping and thinks it deserves its own “theme category,” as the one study for “immigrants”.

Intimate partner violence (IPV) is experienced by all genders and is a gendered experience as most perpetrators are men. It is a common experience: studies suggest that at least 40% of women and girls experience IPV during their lifetime. “Lumping” this study in this grouping minimizes the experiences of survivors and the power dynamic/imbalances and the cultural norms surrounding gender and relationships. It also does not fit with the other studies that look at “navigating social spaces” or “safer sexual practices.”

Putting Findings Together:

“Different emotions motivated VR use, such as feeling safe, being curious about the technology, wanting to meeting others with similar backgrounds, and being interested in experiencing new things.”

Discussion:

“Many of the studies included populations that were intersectionally marginalized, and the support programs ?had diverse aims/goals?, such as social support and affirmation, mental and emotional wellbeing, education and support for disability and physical health, and cultural connections.”

“Our findings showed that even programs unguided by a psychotherapy manual leveraged naturalistic benefits and had successful engagement.” Do programs focussed on wellbeing often come with a psychotherapy manual?

Mental and physical programming challenges and opportunities:

“Thus, replacing mainstream norms with a community-led response to wellbeing.” Sentence fragment.

“There are also opportunities to create spaces [suggest pluralization] for cultural practices (cite) and increase access to care through culturally tailored or translated triage and psychoeducation programs.”

Equity and intersectionality pitfalls and solutions:

“But, [remove comma] further study should examine the perpetuation of digital divides by VR, privileging higher-income, English-speaking communities.”

I would suggest that inequity can, in fact, be amplified by VR and other technologies, through uneven access and biased representation.

“Cultural norms are often imposed through healthcare, and thus some knowledge is discounted.” Imposed through or IN healthcare?

Recommendations:

This reviewer suggests that the authors re-consider replacing “can” with “should” or “will” in their recommendations.

“For example, prioritizing underserved populations, asking if the population has basic access needs, correcting epistemic exclusion through prioritizing indigenous healing paradigms, and other strategies to transform health systems with digital technology”: please re-write to improve clarity and capitalize “Indigenous”.

Recommendation: Virtual reality offerings for wellbeing for and by marginalized populations: A scoping review on equity and intersectionality — R2/PR15

Comments

Thank you for submitting your revised manuscript. The reviewer has identified several issues and provided useful recommendations. We encourage you to consider these suggestions and submit a further revised manuscript for evaluation.

Decision: Virtual reality offerings for wellbeing for and by marginalized populations: A scoping review on equity and intersectionality — R2/PR16

Comments

No accompanying comment.

Author comment: Virtual reality offerings for wellbeing for and by marginalized populations: A scoping review on equity and intersectionality — R3/PR17

Comments

No accompanying comment.

Review: Virtual reality offerings for wellbeing for and by marginalized populations: A scoping review on equity and intersectionality — R3/PR18

Conflict of interest statement

The reviewer declares the following financial interests/personal relationships which may be considered as potential competing interests: She is the Director, SIM Advancement & Innovation, Simulation Canada, a Canadian not-for-profit organization which promotes and delivers simulation-based health professions education. In this role, she was asked by Colleges and Institutes Canada (CICan) to chair the Equity, Diversity, and Inclusion (EDI) Working Group of their Virtu-WIL project (2021-2025), funded by Employment and Social Development Canada (ESDC) via its Innovative Work Integrated Learning Initiative (I-WIL). She is also a co-editor for a textbook, which was designed as a practical hands-on guide to help teaching faculty understand the context of EDI in healthcare education and how to incorporate those concepts into simulation-based teaching and training and has been accepted for publication by Springer Nature.

Comments

GMH-2025-0009.R3

The authors are congratulated on their scholarly work and their openness to feedback. This reviewer feels that this manuscript requires a few small edits and should be accepted for publication.

ABSTRACT:

The opening sentence of the Abstract seems to require deleting a word (“wellbeing”) to make grammatical sense and a semi-colon probably can be replaced by a comma:

Although virtual reality (VR) programs are being developed by marginalized groups, a systemic power imbalance still exists.

“Marginalized groups have a place in digital wellbeing,” might be misinterpreted to mean that marginalized groups should feel good in virtual environments, but this reviewer feels that this is not quite the intended messaging from the authors.

Pluralization of nouns such as “support” would likely be more in keeping with the intersectional lens held by the authors (e.g., “VR offered diverse support, including social, mental, physical, and cultural.”)

IMPACT STATEMENT:

Instead of “[t]he variety of uses of VR, and the fact that it can be customized, means it has the potential to be further utilized by marginalized communities,” this reviewer suggests some changes to improve clarity and emphasis: “Because of its versatility and customizability, VR holds potential for expanding its use beyond its current applications by marginalized communities.”

This reviewer suggests the first question should be split into two:

• How can VR programs be owned by marginalized populations?

• How can VR programs be sustained and grown beyond the scope and lifespan of research projects?

INTRODUCTION

Background:

First paragraph: a definition of equity should be included.

Second paragraph:

With the removal of “or,” the sentence requires further editing: “[w]hen people are excluded from resources and exposed to wellbeing risks, marginalized, they are being oppressed by multiple systems working together.”

This reviewer feels that the second paragraph would benefit from further editing. For example, “[i]n this text we use the verbs marginalized and marginalization to refer to the unfair conditions imposed on people”; please note “marginalized” is an adjective and “marginalization” is a noun. And defining “marginalization” should include additional words besides “marginalization.” The paragraph would benefit from further clarity around how “unfair conditions” relate to “marginalization” and how various “inequities” sustain this dynamic. Equity should be clearly defined in this paragraph.

Third paragraph:

“According to a review by Schueller et al. (2019) in the United States, VR development

faces access and participation barriers. These barriers are illustrated by a lack of access to technology and a lack of intersectionality and variety in programming. For example, Indigenous participants from nations across multiple high-income, Western countries indicated that digital health do not consider their needs relating to their age, gender, culture, and norms.” This reviewer is wondering how this example relates to access. The example seems to speak to: 1) lack of variety of programming; and possibly 2) lack of intersectionality. If the example is included as an example of the latter, more explanatory text would be of benefit to the reader.

This reviewer suggests reordering the sentences in the latter part of paragraph three: These issues create a feeling amongst users of lack of trustworthiness, safety, and irrelevance (Pendse et al. 2022; Whitehead et al. 2023) and can result in presenting marginalized groups a lower standard of care, amplifying healthcare inequities (Whitehead et al. 2023). Thus, the experiences within and across these marginalized groups are varied, making clear that intersectionality becomes a key consideration for VR creators.

METHODS:

Search Strategy:

“These keywords were generated from edited, pre-existing literature filters that we edited to fit our topic”: this reviewer would like to have more detail on this process.

Screening:

Inclusion criteria

Second sentence is a sentence fragment: “For example, socioeconomic, racial minorities, underrepresented sexualities or genders and persons at the intersections of these groupings.”

Exclusion criteria

UN Sustainable Development Goals should be capitalized.

It would be helpful for readers to have a second example: “[f]or example, VR aimed at improving symptoms of anxiety in individuals with anxiety disorders would be excluded,” and authors could offer another, contrasting, example of an article that would be included.

RESULTS:

Narrative Summary

Underrepresented Sexualities and Genders Minorities (k=8)

This reviewer feels strongly about including the program for young female sexual violence survivors in this grouping and thinks it deserves its own “theme category,” as the one study for “immigrants”.

This reviewer feels that this “lumping” together of two subthemes who imperfectly overlap is unfortunately artificial and somehow deemphasizes the importance of both. This reviewer also questions that if an intersectional lens is being applied to this scholarly activity, these results should not be amalgamated, but rather, given their own respective spaces.

DISCUSSION:

Leveraging naturalistic environments

Our findings showed that even programs that which were not based on psychotherapy techniques like cognitive-behavioural therapy could still leverage naturalistic benefits and had achieve successful engagement.

Recommendation: Virtual reality offerings for wellbeing for and by marginalized populations: A scoping review on equity and intersectionality — R3/PR19

Comments

Thank you for submitting your revised manuscript. The reviewer has identified a few minor issues and offered constructive recommendations. We are pleased to accept the manuscript on the condition that these recommendations are addressed in the final version

Decision: Virtual reality offerings for wellbeing for and by marginalized populations: A scoping review on equity and intersectionality — R3/PR20

Comments

No accompanying comment.