Pilot RCT of self-guided smartphone-based VR exposure therapy for social anxiety in people who stutter (null result on primary outcomes)
How this was rated
Pilot RCT (n=25 randomized; n=18 completed post-treatment; n=4 completed one-month follow-up) recruited via online adverts and local stuttering groups across the United Kingdom. Randomized design is a strength; the primary outcomes did not reach significance and the sensitivity analysis confirms the study was underpowered. The follow-up signal is encouraging but cannot be relied on given the very small subsample.
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A pilot RCT (n=25 adults who stutter) of three weekly sessions of self-guided smartphone-based VR exposure therapy versus waitlist. Primary outcomes - social anxiety, fear of negative evaluation, stuttering-related thoughts, and stuttering characteristics - did not differ significantly between groups pre to post. The authors conclude that the current self-guided protocol may not be effective on its own, though scores trended down in both arms.
A small-sample pilot RCT that did NOT find a significant effect of self-guided smartphone-based VRET on social anxiety, fear of negative evaluation, stuttering-related thoughts, or stuttering characteristics in adults who stutter. Sensitivity analyzes showed the study was underpowered to detect the medium-sized effect observed. The follow-up signal (one month after treatment) was suggestive but came from a very small subsample (n=4) and was not statistically tested. The authors emphasize that the protocol needs significant design improvements (better headsets, personalized scenarios) before further evaluation.
Key findings
- Primary outcome: VRET did NOT significantly reduce social anxiety (Social Phobia Scale) versus waitlist between pre- and post-treatment (b = -0.28, F(1, 19.56) = 3.10, p = 0.09, d = -0.41); the equivalence test was inconclusive
- Secondary outcomes: no significant effect of VRET on fear of negative evaluation (p = 0.19), unhelpful thoughts and beliefs about stuttering (p = 0.59), stuttering characteristics, or in-session speech-related distress (p = 0.13)
- At one-month follow-up (n=4), social anxiety (Hedge's g = -0.34) and speech-related distress (g = -0.65) were lower than at post-treatment - but this was not statistically analyzed due to the very small follow-up sample
- Sensitivity analysis revealed the study was underpowered to detect the observed effects; for the social anxiety outcome, the interaction coefficient would have had to equal -0.40 (vs. observed -0.28) to achieve 80% power
- Participants reported discomfort from the cardboard headset and that pre-made scenarios did not match their personal feared situations; four of thirteen VRET participants did not complete the post-treatment assessment
- Two participants provided physiological data; trends were mixed - skin temperature decreased between pre- and post-treatment, but skin conductance during the speech task increased (the opposite of expected if anxiety were reduced)
Background
Following a scoping review that identified promising VR exposure designs for social anxiety, the same research group set out to test one such program directly with people who stutter. Social anxiety frequently accompanies stuttering and can be more distressing than the stuttering itself, yet few interventions specifically target this overlap.
What the researchers did
Twenty-five adults who stutter were recruited via online adverts on the British Stammering Association’s website (Stamma.org) and local stuttering groups across the United Kingdom between September 2021 and June 2022. Participants were randomly allocated to either three weekly sessions of smartphone-based VR exposure therapy (VRET; n = 13) or a three-week waitlist (n = 12). The waitlist group received the same VRET intervention after their second assessment.
VRET was delivered remotely using a Google Cardboard V2 headset and a smartphone app developed in Unity by the research group. Each session contained psychoeducation and three exposure exercises set in 360° video environments: ordering at a cafe, a telephone interaction, and a public-speaking task. A pre-recorded virtual therapist guided participants through each exercise using the inhibitory learning approach - helping them articulate expectations and safety behaviors before each exercise, then helping them evaluate outcomes after. Sessions were self-guided and could be completed at the participant’s own pace.
Outcomes were measured before treatment, after treatment (or after a three-week wait for the waitlist group), and at one-month follow-up for the VRET group. Primary outcomes were self-reported social anxiety (Social Phobia Scale), fear of negative evaluation (FNE-B), unhelpful thoughts about stuttering (UTBAS-6), and stuttering characteristics (WASSP). State-level distress was measured via a SUDS rating during an in-session behavioral assessment task. Two participants additionally provided physiological data (skin temperature, electrodermal activity, heart rate, heart rate variability) during the behavioral task at pre- and post-treatment.
What they found
The study’s primary finding was a null result: VRET did NOT significantly reduce social anxiety versus waitlist between pre- and post-treatment (b = -0.28, F(1, 19.56) = 3.10, p = 0.09; effect size d = -0.41). The corresponding equivalence test was inconclusive - the data were insufficient to either confirm or rule out a treatment effect of the size targeted. Secondary outcomes followed the same pattern: no significant effect of VRET on fear of negative evaluation (p = 0.19), unhelpful thoughts about stuttering (p = 0.59), stuttering characteristics, or in-session speech-related distress (p = 0.13).
A sensitivity analysis confirmed that the study was underpowered. For the social anxiety outcome, the interaction coefficient would have had to equal approximately -0.40 to achieve 80% power; the observed coefficient was -0.28. The authors concluded that the small sample size combined with substantial between-participant variability prevented the study from detecting the effect.
A more encouraging signal came from the one-month follow-up: among the four VRET participants who completed it, social anxiety (Hedge’s g = -0.34) and speech-related distress (g = -0.65) were lower than at post-treatment. This was not statistically tested due to the very small sample and should be treated as exploratory.
Practical feedback from participants was consistent: the cardboard headset was uncomfortable, the three pre-made scenarios did not match the situations they personally found most anxiety-provoking, and the pre-recorded virtual therapist did not recreate the supportive collaborative relationship that participants felt would have helped. Four of thirteen VRET participants did not complete post-treatment assessment; nine of the original thirteen completed all three sessions.
Why this matters
This is the first randomized controlled trial of VRET specifically designed for people who stutter, and it adopted a stronger methodology than the two prior exposure-therapy studies in this group (which had no control group or no statistical analysis). The null result is itself a useful contribution: it suggests that self-guided smartphone-based VRET with fixed pre-recorded scenarios may face engagement and personalisation barriers that a richer delivery model could potentially overcome. The participatory design process the authors used to build the intervention is a model future studies in this area could adopt.
For Therapy withVR specifically: this study did not use, evaluate, or compare against Therapy withVR. The intervention was a custom smartphone app on a Google Cardboard V2 headset using 360° video, developed by the Imperial College team. Its design choices (smartphone-based, fully self-guided, fixed scenarios, virtual therapist) differ from Therapy withVR (Meta Quest headset, clinician-controlled in real time, larger scenario library, live human clinician). The Chard et al. paper is included in this Evidence Hub because it adds to the broader evidence base on immersive VR for communication-related social anxiety, not because it relates to Therapy withVR.
Limitations
The authors flag the following in their own discussion:
- Underpowered. Sensitivity analyzes confirmed the observed effects would not reach significance at the achieved sample size; participant recruitment was challenging given stuttering affects only ~1% of the general population and not all PWS experience social anxiety.
- Group imbalance at baseline. Despite randomisation, the waitlist group had higher social anxiety and a larger proportion of women than the VRET group, potentially creating a floor effect that limited how much further the VRET group’s scores could fall.
- Allocation concealment. The primary researcher had knowledge of participant characteristics and conducted the randomisation, raising the possibility of selection bias.
- Disengagement and attrition. Four of thirteen VRET participants did not complete post-treatment assessment; only four completed the one-month follow-up. The authors attribute this partly to the remote delivery model, the cardboard headset discomfort, and the lack of personalised scenarios.
- Hardware and content limitations. Cardboard headsets offer limited immersion compared to higher-end consumer VR; 360° video offers limited interactivity; turn-taking in interactive scenarios required participants to click buttons to play the next video, which broke immersion.
- COVID-19 context. The remote-delivery design was a response to UK COVID-19 restrictions during the trial period and may have introduced additional engagement barriers compared to an in-person trial.
The authors are explicit that this pilot trial provides a basis for design improvements rather than a recommendation for clinical use of the current protocol.
Implications for practice
The null result on primary outcomes means this study should not be cited as evidence that VRET reduces social anxiety in adults who stutter. The encouraging follow-up signal, the participatory design process used to build the intervention, and the practical feedback (headset discomfort, lack of personalized scenarios) provide a basis for refining future VRET protocols rather than for recommending the current protocol clinically. Self-guided smartphone-based VRET with 360° video and a virtual therapist appears to face engagement challenges that may require therapist-led delivery or higher-fidelity hardware to overcome.
Where this connects to Therapy withVR
The study above is independent research and does not endorse any product. The notes below are commentary from withVR on how the themes in this research relate to features of Therapy withVR. The research findings are not claims about Therapy withVR.
Clinician-controlled real-time delivery (different platform)
This study tested a self-guided smartphone-based VR app with a pre-recorded virtual therapist on a Google Cardboard V2 headset, with three fixed scenarios (cafe, telephone, public speaking). Therapy withVR is a clinician-controlled platform delivered live from a laptop to a Meta Quest headset - a different delivery model. The parallel is editorial; the studied app and Therapy withVR are not the same product.
Wider scenario library
Participants reported that the three fixed scenarios did not match their personal feared situations, contributing to disengagement. Therapy withVR's larger scenario library is one way clinicians could address this in future work.
Higher-fidelity hardware
Participants reported discomfort and low visual immersion from the cardboard headset. Therapy withVR runs on Meta Quest 3/3S, which offers materially better visual fidelity and ergonomics for sessions longer than a few minutes.
Cite this study
If you reference this study in your work, the canonical citation formats are:
@article{chard2023,
author = {Chard, I. and Van Zalk, N. and Picinali, L.},
title = {Virtual reality exposure therapy for reducing social anxiety in stuttering: A randomized controlled pilot trial},
journal = {Frontiers in Digital Health},
year = {2023},
doi = {10.3389/fdgth.2023.1061323},
url = {https://withvr.app/evidence/studies/chard-2023}
}TY - JOUR
AU - Chard, I.
AU - Van Zalk, N.
AU - Picinali, L.
TI - Virtual reality exposure therapy for reducing social anxiety in stuttering: A randomized controlled pilot trial
JO - Frontiers in Digital Health
PY - 2023
DO - 10.3389/fdgth.2023.1061323
UR - https://withvr.app/evidence/studies/chard-2023
ER - Know of research that should be in this hub? If a relevant peer-reviewed study is not listed here, send the reference to hello@withvr.app. The hub is kept up to date as the literature grows.
Funding & independence
From the paper's own funding statement: 'The research was funded by a training grant from UK Research and Innovation and Imperial College London (no. EP/R513052/1).' The paper's COI declaration: 'The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.' The VR app evaluated was a custom smartphone application developed in Unity by the authors' research group at Imperial College London (Dyson School of Design Engineering); it is not a commercial product and is not Therapy withVR. No withVR BV involvement in funding, study design, or authorship. Summary prepared independently by withVR using the published paper.