Speech Sound
Research on supporting speech sound production, articulation, and motor speech, including biofeedback-based approaches.
Research on VR for speech sound differences is at an earlier stage compared to other areas, with most existing work focusing on computer-assisted approaches rather than fully immersive VR. However, the emerging picture is promising.
Technology-assisted speech support tools have been developed for a range of populations, including children with articulation differences, people with childhood apraxia of speech, and adults with motor speech differences following neurological events. These tools typically provide visual feedback on speech production, gamified practice activities, and structured repetition opportunities.
The transition from desktop-based tools to immersive VR is beginning, with researchers exploring how the added engagement and ecological validity of VR could enhance motivation and practice intensity - particularly important for speech sound work, which often requires high-repetition practice over extended periods.
While the evidence base is thinner than for stuttering or social communication, including this area in the research landscape shows the breadth of VR’s potential across the full scope of speech-language practice.
2 Studies
Children with speech sound disorders preferred Apraxia World over traditional practice - a single-session comparison
A single-session, within-subjects study comparing two delivery conditions for Apraxia World - a tablet-based speech therapy game for children with speech sound disorders. The study assessed engagement and preferences across 21 children (14 with speech sound disorders, 7 typically developing), finding that the majority found the game enjoyable. The study is a user-experience and preference evaluation, not an efficacy trial.
Systematic review of 20 computer-based speech support programs - usefulness supported but none used immersive VR
This systematic review cataloged 20 computer-based speech support programs targeting articulation and phonological differences. All studies supported their general usefulness, though direct comparisons with human-delivered support produced mixed results. None used immersive VR.
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