Adaptation and Potential of Virtual Reality in Substance Use Disorders: A focus review
Date Submitted: Feb 17, 2026
Open Peer Review Period: Feb 19, 2026 - Apr 16, 2026
Background: Substance use disorder (SUD) is a chronic, relapsing condition characterized by compulsive substance use and dysregulation in reward and control systems. Although effective pharmacological and psychosocial treatments are available, their impact is often limited by barriers such as stigma, poor adherence, and restricted access to care. Virtual Reality (VR) has emerged as a digital health intervention offering an adjunctive approach by providing immersive, interactive environments that may enhance engagement, simulate real-world triggers, and support therapeutic learning. Objective: This focus review aimed to map and synthesize the existing evidence for VR-based interventions in SUD treatment. We examine both therapeutic applications across established treatment frameworks and experimental approaches, identify key opportunities for future research and clinical innovation. Methods: We searched electronic databases including PubMed/MEDLINE, Science Direct and MDPI covering 2004 to 2025. Two reviewers independently screened for relevant studies and extracted study characteristics. Studies addressing VR applications for substance use disorders including peer-reviewed articles, randomized controlled trials, protocols and pilot studies published in English were selected. Any discrepancies were resolved through discussion. Results: A total of 26 studies or protocols were included in this review. Overall, the studies reviewed are broadly categorized into 6 sub-groups based on the type of the VR intervention and treatment class delivered. The reviewed literature indicates that VR-based cue exposure therapy is associated with reductions in craving and physiological reactivity for nicotine, alcohol, and cannabis use, with more limited and preliminary findings for opioid use disorder. VR relaxation and stress-management environments were linked to decreases in craving, stress, and pain among individuals with opioid and alcohol use disorders. VR-enhanced cognitive-behavioral interventions showed improvements in attention, cognitive flexibility, and emotion regulation. Motivational, social skills, and gamified VR interventions were associated with increased engagement, reduced stigma, enhanced self-efficacy, and improved treatment retention. Conclusions: This focus review contributes to the growing digital health literature by synthesizing current evidence on VR-based interventions for SUDs. The findings suggest that VR may serve as a flexible adjunct to existing treatments, with the potential to address persistent barriers to engagement and access. Further rigorously designed studies are needed to evaluate long-term effectiveness, optimize VR design, and support their integration into routine clinical practice.
