Virtual Reality Technology in Individual Self-Compassion Interventions: A Scoping Review.

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Title: Virtual Reality Technology in Individual Self-Compassion Interventions: A Scoping Review.
Authors: Hua, Musen1 (AUTHOR), Bai, Jinping1 (AUTHOR), Li, Zanteng1 (AUTHOR), Chen, Shuya1 (AUTHOR), Su, Jiacheng1 (AUTHOR), Zhang, Fuyan1 (AUTHOR), Zheng, Bowen1 (AUTHOR), Yang, Li1 (AUTHOR) gyangli@163.com
Source: Inquiry (00469580). 06/24/2026, Vol. 63, p1-16. 16p.
Subject Terms: *Anxiety, *Mental depression, Digital technology, Patient compliance, Medical information storage & retrieval systems, Mental health, Research funding, CINAHL database, Self-compassion, Descriptive statistics, Virtual reality, Systematic reviews, MEDLINE, Medical databases, Online information services, Data analysis software, Patients' attitudes, Psychology information storage & retrieval systems
Geographic Terms: China
Abstract: Introduction: Self-compassion has demonstrated substantial advantages in regulating anxiety and depression across diverse population groups. Nevertheless, conventional methods for augmenting self-compassion are dependent on an individual's imaginative faculties. Virtual reality presents a novel avenue for self-compassion intervention. But these interventions vary considerably in their types, session duration and frequency, and outcome assessment measures. This scoping review integrates evidence regarding the application of virtual reality (VR) in self-compassion interventions, with the aim of providing information and guidance for future clinical implementation. Methods: We conducted a systematic search of ten databases, including PubMed, Web of Science, Embase, PsycINFO, Scopus, the Cochrane Library, CINAHL, CNKI, Wanfang, and VIP. The search period extended from the inception of the databases to November 4, 2025. All the included studies met the eligibility criteria. Results: Sixteen studies were included. Interventions were classified as non-interactive virtual reality (VR) self-compassion interventions and interactive interventions involving virtual scenes or characters. Non-interactive VR has a low usage threshold, making it suitable for most individuals. Scene-based interactive interventions are brief and allow simple interactions, suiting those with short attention spans. Character-based interactive interventions promote deeper emotional engagement but require more complex operations, fitting individuals with marked self-conflict and high cooperation. Although effects varied by intervention type, an overall positive trend was observed. Participants demonstrated good adherence and favorable user experiences; several studies also adopted strategies to enhance adherence. Conclusion: VR-based self-compassion interventions fall into non-interactive and interactive types, each differing in technical features and target populations. Overall, these interventions effectively enhance self-compassion, and participants generally show high acceptance. However, most studies have methodological limitations. Therefore, the conclusions require further validation through high-quality, large-sample randomized controlled trials that also monitor long-term intervention effects. [ABSTRACT FROM AUTHOR]
Copyright of Inquiry (00469580) is the property of Sage Publications Inc. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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  Data: Virtual Reality Technology in Individual Self-Compassion Interventions: A Scoping Review.
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  Data: <searchLink fieldCode="AR" term="%22Hua%2C+Musen%22">Hua, Musen</searchLink><relatesTo>1</relatesTo> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Bai%2C+Jinping%22">Bai, Jinping</searchLink><relatesTo>1</relatesTo> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Li%2C+Zanteng%22">Li, Zanteng</searchLink><relatesTo>1</relatesTo> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Chen%2C+Shuya%22">Chen, Shuya</searchLink><relatesTo>1</relatesTo> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Su%2C+Jiacheng%22">Su, Jiacheng</searchLink><relatesTo>1</relatesTo> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Zhang%2C+Fuyan%22">Zhang, Fuyan</searchLink><relatesTo>1</relatesTo> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Zheng%2C+Bowen%22">Zheng, Bowen</searchLink><relatesTo>1</relatesTo> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Yang%2C+Li%22">Yang, Li</searchLink><relatesTo>1</relatesTo> (AUTHOR)<i> gyangli@163.com</i>
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  Data: <searchLink fieldCode="JN" term="%22Inquiry+%2800469580%29%22">Inquiry (00469580)</searchLink>. 06/24/2026, Vol. 63, p1-16. 16p.
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  Label: Abstract
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  Data: Introduction: Self-compassion has demonstrated substantial advantages in regulating anxiety and depression across diverse population groups. Nevertheless, conventional methods for augmenting self-compassion are dependent on an individual's imaginative faculties. Virtual reality presents a novel avenue for self-compassion intervention. But these interventions vary considerably in their types, session duration and frequency, and outcome assessment measures. This scoping review integrates evidence regarding the application of virtual reality (VR) in self-compassion interventions, with the aim of providing information and guidance for future clinical implementation. Methods: We conducted a systematic search of ten databases, including PubMed, Web of Science, Embase, PsycINFO, Scopus, the Cochrane Library, CINAHL, CNKI, Wanfang, and VIP. The search period extended from the inception of the databases to November 4, 2025. All the included studies met the eligibility criteria. Results: Sixteen studies were included. Interventions were classified as non-interactive virtual reality (VR) self-compassion interventions and interactive interventions involving virtual scenes or characters. Non-interactive VR has a low usage threshold, making it suitable for most individuals. Scene-based interactive interventions are brief and allow simple interactions, suiting those with short attention spans. Character-based interactive interventions promote deeper emotional engagement but require more complex operations, fitting individuals with marked self-conflict and high cooperation. Although effects varied by intervention type, an overall positive trend was observed. Participants demonstrated good adherence and favorable user experiences; several studies also adopted strategies to enhance adherence. Conclusion: VR-based self-compassion interventions fall into non-interactive and interactive types, each differing in technical features and target populations. Overall, these interventions effectively enhance self-compassion, and participants generally show high acceptance. However, most studies have methodological limitations. Therefore, the conclusions require further validation through high-quality, large-sample randomized controlled trials that also monitor long-term intervention effects. [ABSTRACT FROM AUTHOR]
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  Data: <i>Copyright of Inquiry (00469580) is the property of Sage Publications Inc. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
PLink https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=ehh&AN=194843281
RecordInfo BibRecord:
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      – Type: doi
        Value: 10.1177/00469580261464010
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      – Code: eng
        Text: English
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      – SubjectFull: Anxiety
        Type: general
      – SubjectFull: Mental depression
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      – SubjectFull: Virtual reality
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      – SubjectFull: China
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              Text: 06/24/2026
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