Research is increasingly demonstrating the therapeutic benefits of virtual reality interventions for various mental health conditions, though these rarely translate from research to application in clinical settings. This systematic review aims to examine the efficacy of current virtual reality interventions for emotional disorders, with a focus on clinical and technological features that influence translation of treatments from research to clinical practice. A comprehensive systematic literature search was conducted following PRISMA guidelines, for studies including the application of a virtual reality intervention to a clinical population of adults with an emotional disorder. Thirty-seven eligible studies were identified, appraised, and assessed for bias. Treatment effects were typically large across studies, with virtual reality being considered an efficacious treatment modality for various anxiety disorders and post-traumatic stress disorder. Virtual reality interventions were typically used for delivering exposure in cognitive behavioural therapy approaches. Considerable variability was seen in cost, technological specifications, degree of therapist involvement, delivery format, dosage, duration, and frequency of treatment. Suboptimal methodological rigour was identified in some studies. Remote use of virtual reality was rare, despite increasing options for in home use. Virtual reality interventions have the potential to overcome barriers to care and better meet the needs of consumers. Future research should examine the efficacy of virtual reality for treatment of depressive disorders and obsesive compulsive disorder. Improved methodological reporting and development of transdiagnostic and remotely delivered virtual reality interventions, will likely increase the translation of this treatment modality. D. P. Rowland et al. / Psychosocial Intervention (2021) xx(x) xx-xxVirtual reality (VR) technology delivers sensory stimuli to generate a perceptual and interactive experience of a realistic and immersive environment (Rizzo et al., 2019). VR is defined as a computer generated, three-dimensional environment that is viewed using dual-display stereoscopic technology such as head mounted displays (HMDs) (Clough & Casey, 2011;Riva et al., 2016;Turner & Casey, 2014). The past decade has seen unprecedented industrial developments and advancements in the technological specifications of VR. Improvements in computing power, graphics, advanced processing speed, and greater internet connectivity has resulted in increased access and consumer demand for VR (Rizzo et al., 2019). VR is now widely and easily available in the home, resulting in greater potential reach and accessibility for VR interventions (VRIs) for mental health. However, despite earlier predictions that VR would revolutionise mental health care (Newman et al., 2011), many VRIs are yet to reach their full potential (Botella et al., 2017;Serrano et al., 2019).Research is increasingly demonstrating the therapeutic benefits of VRIs for various mental health condi...