Mindfulness in the Virtual World: Can VR Really Help Us Find Calm
- Lillian Chang, AMFF
- Oct 2
- 3 min read
Author: Lillian Zhang

Imagine putting on a headset and suddenly being transported into a lush forest, waves rolling gently on a beach, or even a glowing galaxy of stars. This is what Virtual Reality (VR) offers: a way to step out of your living room and into another world.
While VR is usually associated with gaming, researchers are now looking at how it could help us with health and wellbeing — particularly mindfulness, the practice of paying attention to the present moment.
How Researchers Studied VR Mindfulness Apps
To understand whether VR could make mindfulness more effective or more accessible, researchers conducted a review of five commercially available VR mindfulness apps:
Headspace XR
Hoame
Innerworld
Maloka
TRIPP
Here’s how they evaluated them:
1) Data Collection – They pulled details directly from app stores, websites, and the apps themselves. This included the number of user ratings and the average rating score.
2) Expert Evaluation – Six independent raters used a tool called the Mobile Application Rating Scale (MARS) to score each app. MARS measures app quality across four areas:
Engagement (is it interesting, interactive, customizable?)
Functionality (is it easy to use and navigate?)
Aesthetics (does it look appealing and professional?)
Information Quality (is the information accurate and credible?)
3)User Ratings – While the actual text of reviews wasn’t analyzed, the study included the number of reviews and average user scores, which provided a sense of public reception.
The apps were then compared for overall quality, strengths, and weaknesses.
What the Apps Offer
Each app has a slightly different flavor:
TRIPP (Highest-rated) – Offers over 100 guided mindfulness sessions in different lengths, mood tracking, breathing guides, customizable visuals, and even live VR group events. Users consistently rated it easy to use and visually impressive.
Hoame – Known for its high-quality video landscapes (like beaches or forests), giving a more “realistic” feel compared to cartoon-like worlds.
Maloka – Uses playful, animated environments and gamified features that may appeal more to younger users.
Headspace XR – A VR extension of the popular Headspace meditation brand, providing guided practices in immersive settings.
Innerworld – Focuses on community and shared spaces, though some of these virtual gathering areas can feel empty.
What the Study Found
Overall Quality: Across all five, the average MARS score was 3.62 out of 5 — considered “moderate.”
Best Overall App: TRIPP came out on top with a score of 4.06, especially strong in functionality (4.22), aesthetics (4.28), and engagement (4.07).
Weakest Area: All apps scored lowest on information quality (between 3.1–3.7). This means it’s not always clear whether the information is evidence-based or whether instructors are qualified experts.
User Ratings: On average, users rated the apps 4.1 out of 5 in app stores, with TRIPP getting the largest number of reviews (about 3,000).
Why VR Has Limitations
Although VR mindfulness apps show promise, they also face serious challenges that prevent them from being a complete replacement for traditional mindfulness programs:
Scientific Evidence is Limited: Only a few apps (TRIPP and Innerworld) had small scientific studies backing them, and results were mixed. Most claims about health benefits have not been rigorously tested, raising questions about credibility.
Safety Concerns: VR immersion can cause cybersickness (nausea, dizziness, headaches) if used for long periods.Some users may even feel overwhelmed or re-traumatized during mindfulness sessions — a risk usually managed by experienced teachers in real life.
Missing the Human Touch: Traditional Mindfulness-Based Programs (MBPs) rely on group discussions, personal reflection, and support from instructors. VR apps can’t fully replicate this. They may work best as supplements rather than stand-alone replacements.
Cost and Accessibility: VR headsets and controllers can be expensive. On top of that, many apps require monthly or yearly subscriptions. Regular charging, updates, and eventual replacement make it harder for people with limited resources to access these tools.
Usability Barriers: Not everyone is comfortable with digital tools. People with lower digital literacy or visual/cognitive challenges may struggle to navigate VR spaces. Some designs (like cartoonish graphics) may feel unappealing or childish to adult users.
The Road Ahead
Experts believe VR apps shouldn’t replace traditional mindfulness programs, but they can expand access for people who might not otherwise try mindfulness. To improve, future VR mindfulness apps should:
Be developed with input from both experts and everyday users (co-design).
Provide clear, credible information about who created the content and why it’s safe.
Offer affordable, accessible options (like smartphone-based VR or cardboard headsets).
Undergo rigorous scientific testing to confirm effectiveness.
Include safety guidelines to protect users from overuse or harm.
Bottom Line: VR mindfulness apps like TRIPP show exciting potential. They create engaging, immersive environments that make mindfulness easier and more appealing. But until the science catches up and the technology becomes more accessible, these apps should be seen as helpful add-ons to traditional mindfulness — not a replacement.



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