VR self-modeling improved conversational stuttering but had limited effects on prompted speech and anxiety
How this was rated
Case-study series with three participants; differential effects across outcome types. Illustrates clinical application; cannot establish effect.
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Three adults who stutter viewed edited 360-degree VR footage of themselves speaking fluently. All showed clinically meaningful reductions in conversational (unprompted) stuttering severity. However, effects on prompted speech were variable and limited treatment effects were found on anxiety data - with one participant's anxiety actually increasing. Data collection took place during the COVID-19 pandemic and period of racial unrest, which the author identifies as a confounding factor.
A three-person case series suggesting VR self-modeling may be feasible for stuttering work. Effects were strong for conversational speech but limited for prompted speech and anxiety; case-study design cannot establish effect.
Key findings
- Conversational (unprompted) stuttering: PND 93.75% / 95.83% / 100% - uniformly large, clinically meaningful reductions for all three participants
- Prompted speech: PND 90% / 100% / 100% - but Participant 1 had variability and an upward trend in intervention/follow-up phases that exceeded baseline, making this finding questionable
- State anxiety (STAI Y-1): PND 13.33% / 4.55% / 100% - only Participant 3 showed meaningful anxiety reduction; Participant 1's anxiety increased during the intervention
- Client satisfaction (CSQ-I): Participant 1 was least satisfied; Participant 2 mixed; only Participant 3 was uniformly satisfied
- Data collected during COVID-19 pandemic and period of racial unrest - author explicitly notes these events likely impacted anxiety readings and outcomes
Background
Self-modeling - watching edited video of yourself performing a skill successfully - has a long evidence base in areas such as sports and social skills development. Earlier research by Cream and colleagues showed that traditional video self-modeling could improve self-perception for people who stutter, but those videos were flat and viewed on a regular screen. This doctoral study asked whether immersing someone in 360-degree VR footage of themselves speaking fluently might produce even stronger effects.
What the researchers did
Three adults who stutter were filmed speaking in personally meaningful and challenging situations - the kinds of everyday contexts where stuttering typically increased for them. The footage was carefully edited to remove moments of stuttering, creating 360-degree VR videos that showed each person communicating fluently. Participants then watched these videos through an Oculus Go headset at home over a series of sessions. The entire process was delivered remotely, with no in-person clinician involvement required. Stuttering frequency was measured repeatedly before, during, and after the viewing period, using a multiple-baseline design.
What they found
Effects varied meaningfully across outcome types - a distinction the dissertation abstract states directly: “all participants demonstrated clinically meaningful reductions in their conversational stuttering severity, however limited treatment effects were found among prompted speech and anxiety data.”
Conversational (unprompted) stuttering was the clearest success: PND values of 93.75%, 95.83%, and 100% for the three participants indicate uniformly large and reliable reductions. Prompted speech showed more variable results: Participant 1’s data had high variability with an upward trend that exceeded baseline levels during the intervention and follow-up phases, making that finding questionable; Participants 2 and 3 showed PND of 100%.
State anxiety results were highly uneven: only Participant 3 showed meaningful reduction (PND 100%). Participant 1’s anxiety actually increased during the intervention (PND 13.33%). Participant 2 showed minimal change (PND 4.55%). Client satisfaction followed a similar pattern - only Participant 3 was uniformly satisfied; Participants 1 and 2 had more mixed experiences.
Importantly, data collection took place during the COVID-19 pandemic and a period of significant racial unrest in the United States. The author explicitly identifies these external events as likely confounders, particularly for anxiety data, as participants reported that these events affected their emotional state during the study period.
Why this matters
This study is valuable precisely because it reports mixed findings honestly. The strong effects on conversational speech suggest VR self-modeling can meaningfully change day-to-day communication. The limited and variable effects on anxiety and prompted speech provide important calibration for clinical expectations. The remote delivery model - Oculus Go headset at home without clinician presence during sessions - demonstrates practical feasibility, but the between-participant variability in anxiety response suggests that not all people who stutter will benefit equally from this approach.
Limitations
With only three participants, the findings cannot be generalized. The one-week follow-up is too short to assess durability. The COVID-19 and racial unrest context is an acknowledged confounder. The editing process to create fluent VR footage requires specialized effort. Participant 1’s inconsistent response across outcome types raises questions about individual factors that moderated treatment response.
Implications for practice
VR self-modeling offers a brief, self-administered, home-based approach that does not require intensive clinician involvement - a significant advantage for telehealth delivery.
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.
Casting and Recording
This study used VR self-modeling - Therapy withVR supports casting and screen recording, enabling clinicians to capture successful speaking moments for review and self-modeling approaches.
Café Environment
The casual social setting this study used for self-modeling practice is available in Therapy withVR, creating natural conversation scenarios for recording.
Cite this study
If you reference this study in your work, the canonical citation formats are:
@article{deleyertiarks2020,
author = {deLeyer-Tiarks, J.},
title = {Virtual Reality Self-Modeling as an Intervention for Stuttering},
journal = {Doctoral Dissertations, University of Connecticut},
year = {2020},
url = {https://withvr.app/evidence/studies/deleyer-tiarks-2020}
}TY - JOUR
AU - deLeyer-Tiarks, J.
TI - Virtual Reality Self-Modeling as an Intervention for Stuttering
JO - Doctoral Dissertations, University of Connecticut
PY - 2020
UR - https://withvr.app/evidence/studies/deleyer-tiarks-2020
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
No withVR BV involvement in funding, study design, or authorship. Summary prepared independently by withVR using the published paper.