“…Within VR we can build complex environments that allow patients to engage in activities that might be impossible or unsafe for them in the real world (Farrow & Reid, 2004;Kim et al, 2007Kim et al, , 2010. These activities can be delivered and monitored by clinicians remotely via telehealth (Burdea, 2003;Morse, Biggart, Pomeroy, & Rossit, 2020;Threapleton, Drummond, & Standen, 2016). VR is readily gamified, therefore highly engaging for patients (Pietrzak, Pullman, & McGuire, 2014;Thornton et al, 2005) which may facilitate longer rehabilitation sessions, greater adherence to treatment, and better outcomes (Adlakha, Chhabra, & Shukla, 2020;Lohse, Hilderman, Cheung, Tatla, & Van Der Loos, 2014;Parker, Lord, & Needham, 2013;Huygelier, Mattheus, Vanden Abeele, Van Ee, & Gillebert, 2021).…”