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PPMI | Part of the Verian Group succesfully concludes the study “Virtual worlds: how do they affect our health and well-being?”

17 Nov 2025

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PPMI | Part of the Verian Group succesfully concludes the study “Virtual worlds: how do they affect our health and well-being?”

PPMI | Part of the Verian Group has successfully completed a study assessing the positive and negative impacts of virtual worlds on health and well-being for DG CNECT of the European Commission.

The Communication on the EU initiative on Web 4.0 and virtual worlds, defines virtual worlds as persistent, immersive environments, based on technologies including 3D and extended reality (XR), which make it possible to blend physical and digital worlds in real-time, for a variety of purposes such as designing, making simulations, collaborating, learning, socialising, carrying out transactions or providing entertainment. 

Why is this study important?

Recognising both the promise and potential pitfalls of this shift, the European Commission adopted the strategy "Web 4.0 and Virtual Worlds: a head start in the next technological transition" (COM (2023) 442) in July 2023. The strategy outlines key actions to build an open, secure, and inclusive virtual world ecosystem in Europe. Among its priorities, the strategy calls for better understanding of the impacts virtual worlds have on human’s health and well-being and commits to promoting guiding principles developed by the European Citizens’ Panel on Virtual Worlds.

This study directly supports the Commission’s strategy, by exploring the health and well-being impacts of virtual worlds on users. By providing a detailed, systematic assessment of the impacts of virtual worlds' on health and well-being across consumer, industrial, and professional environments the study fills an important evidence gap that directly supports European policy development in this emerging domain.

What did PPMI | Part of the Verian Group do?

Conducted between June 2024 and June 2025, the study assessed both positive and adverse health and well-being impacts of virtual worlds for users across consumer, industrial and professional environments. Particular attention is paid to health and well-being impacts for vulnerable groups including children, older adults, persons with disabilities, and individuals with chronic and acute health conditions.

The study employed an approach combining desk research and literature review, identification and analysis of 250 virtual worlds use cases, interviews and stakeholder consultation workshops. The final study report includes an analysis of impacts by environment (industrial, professional, consumer) and on vulnerable groups, as well as key research gaps identified, a description of 10 exemplary pilot use cases and recommendations for policymakers and the research community.

Key findings & recommendations 

The study reveals that virtual worlds can meaningfully support human health and well-being across diverse use cases and environments. For example:

  • In consumer environments, VR exercise, mindfulness, and exposure therapy, are delivering measurable benefits, whilst social virtual worlds are helping foster connection for isolated users.
  • Across professional and industrial environments, XR technologies are being leveraged for immersive trainings to help workers safely practise risky or complex tasks, reducing both injuries and occupational stress whilst building hazard awareness.
  • In professional healthcare settings, virtual rehabilitation programmes enable patients with limited mobility to engage in intensive, high-quality therapy in environments that feel less clinically intimidating than traditional facilities, helping improve patient outcomes and engagement.

Despite the identified benefits, research on the long-term impacts of regular, prolonged virtual worlds use remains underexplored. Prolonged engagement could potentially lead to addiction, social withdrawal, physical decline from sedentary use, and exposure to harmful content or interactions. For vulnerable groups, these risks require particular safeguarding, especially considering the heightened realism and immersive qualities of virtual worlds can intensify both positive and negative experiences.

Alongside findings, the final study report presents six policy recommendations to guide future European initiatives on virtual worlds, pictured below. These recommendations aim to ensure virtual worlds and XR technologies are designed and deployed in ways that foster inclusion, safeguard users and vulnerable groups, and harness the transformative potential of immersive technologies for promoting human health and well-being.

Want to learn more?

Watch a recording of our workshop on 11 June 2025 focused on disseminating the study findings and featured presentations from international virtual worlds and XR developers including Soul Paint, MindMaze, and DEEP VR. Presentations were followed by an expert panel discussion with representatives from the EuroXR Association, ImpactVR Lab at Sheffield Hallam University, HekaVR, and the University of Glasgow.

The final study report will be published towards the end of 2025. For more information or to join our mailing list, please contact: aida.zepcan@ppmi.lt.