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How VR Experiences Reshape the Human Brain and Well-Being

By Belinda Bermudez

Virtual reality and other immersive technologies are no longer just futuristic ideas; they are now part of daily life. From hospitals to classrooms to gaming, VR surrounds users with realistic digital environments that feel remarkably real.

But what does that mean for the human brain? How does being “inside” a virtual world affect behavior and overall well-being? Recent studies, such as a 2024 study published in Forests, found that long-term exposure to nature-based VR videos improved cognitive functions like focus and emotional stability, showing that immersive experiences can reshape how the brain learns, heals, and even feels, but they also come with risks.

For example, research from Stanford University and the University of California, Santa Barbara, found that VR can activate similar neural pathways used in real-world memory formation, proving how powerfully it can influence the mind.

When people experience “presence” in VR, the feeling of truly being somewhere else, the brain reacts much like it does in real life. Attention systems focus on virtual cues, the hippocampus maps the space, and motor areas adjust to new tasks. Research in neuroscience and psychology shows that VR can drive neuroplasticity, the brain’s ability to form new connections. 

For example, in rehabilitation studies, stroke patients who practiced movements in VR regained motor control faster than those using traditional therapy tools. This happens because the brain treats virtual practice as genuine experience, strengthening neural pathways through repetition and feedback.

Immersive experiences are powerful learning tools. They allow users to practice skills safely and repeatedly, whether that means public speaking, surgery, or emergency response. VR offers instant feedback through visuals and motion, which speeds up learning.

A 2023 review published in Frontiers in Psychology by researchers at the University of Minnesota, titled “Virtual training, real effects: A narrative review on sports-related psychological and motor skills”, found that participants who trained in VR showed improved focus, memory, and coordination compared to traditional learners. 

The combination of active engagement and realistic scenarios creates stronger behavioral patterns that can transfer to the real world. (Frontiers in Psychology, 2023). 

VR is also being used to improve mental health. Exposure therapy in virtual environments helps people confront phobias, anxiety, or post-traumatic stress in safe, controlled ways.

Clinical studies from Oxford University such as one published in The Lancet Psychiatry in 2018, showed that VR-based cognitive behavioral therapy can significantly reduce symptoms of anxiety and agoraphobia when paired with professional guidance. The researchers found that patients who used VR therapy reported less avoidance behavior and greater emotional control.

By recreating realistic but safe versions of stressful experiences, patients can gradually build emotional control. However, experts emphasize that VR should support, not replace, conventional therapy.

Researchers note that understanding how VR changes the brain is key to using it safely. Scientists continue to explore how virtual experiences can reshape memories and emotional responses without causing confusion between reality and stimulation.

As Dr. Mel Slater, a leading researcher at the University of Barcelona, explains, “When people experience events in VR, the brain records them as real memories, not just simulations. That’s why virtual exposure can be so effective in reshaping fears or habits.”

VR can also influence empathy and social connection. In educational settings, students who experienced simulations of other people’s lives, such as refugees or people with disabilities, reported higher empathy levels afterward.

On the other hand, heavy use of social VR platforms, such as VRChat or Horizon Worlds, may lead to reduced face-to-face interactions or social withdrawal in some users. In short, VR can either enhance or weaken social well-being depending on how it is used.

“VR can create unique ways to connect with people. Even though it’s different from interacting in real life, it allows you to meet and communicate with others in exciting, new ways,” said sophomore Natalie Sierra, a student at iPrep North.

Despite its benefits, VR comes with limitations. Cybersickness, a form of motion sickness caused by mismatched signals between the eyes and inner ear, can lead to nausea, dizziness, and fatigue.  

“After you use VR for a while and you take it off, you feel kind of tired, a little bit dizzy as if everything’s moving. If you use it for too long, you’ll feel nauseous,” said freshman Melissa Hutton, a student at MLEC.

Long sessions may also strain the eyes and affect concentration. These effects vary by person but remain a major reason for keeping sessions short and hardware well-calibrated. Some users also report temporary confusion or difficulty judging distance after extended use, showing that immersive realism can sometimes overwhelm the senses.

For instance, studies on virtual classrooms and medical training simulations have shown that seeing realistic emotional cues in VR can trigger measurable brain and even immune responses, suggesting that virtual experiences can activate biological systems similar to those used in real life.

 At the same time, scientists are investigating whether extremely engaging VR experiences could lead to addictive behavior. So far, results are mixed, but they highlight the need for responsible use and long-term monitoring.

VR has clear potential to enhance rehabilitation, education, and mental health by harnessing the brain’s natural learning and emotional systems. Yet, like any powerful tool, it requires moderation and thoughtful design. 

The key is balance, using immersive technology to expand human abilities without replacing real-world experiences. When guided by science and care, virtual reality can help people not just escape reality, but understand and improve it.

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