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Immersive Arts and 
Creative Health

Exploring the possibilities of applying immersive arts within health

With the next round of Immersive Arts funding set to open between July and September (see: immersivearts.uk), now is the perfect time to explore how immersive technologies can strengthen the field of creative health. From sensory environments to virtual reality interventions, immersive arts are already enhancing care, supporting recovery, and shaping more compassionate health systems.​

Background

 

Immersive Arts is a UK-wide programme supporting creative practitioners working with technologies like VR, AR, spatial audio, motion capture and beyond. The programme is administered in partnership with the University of the West of England (UWE), where dedicated researchers monitor infrastructure and ecosystem, immersive tools and technologies, and artist and audience development (see here for more information). They are one of many funding and delivery partners on the programme. The programme builds on years of research – from UWE and beyond – on how immersive experiences can transform perception, emotion, and connection.

 

While the examples below weren’t funded through Immersive Arts, they reflect the programme’s ethos and show the growing synergy between immersive innovation and creative health.

Environments for Healing

 

Immersive technologies have the potential to reimagine clinical environments. One such application might be ‘Snoezelen’ rooms in hospitals. These offer multisensory immersion for patients with complex needs, reducing agitation, anxiety and improving relaxation. They have positively benefitted patients with dementia, autism, brain injury, complex continuing care and palliative needs (1–3). Interactive walls and projection mapping can promote calm, positive stimulation, physical health by responding to patient movement (4,5). These have been used in contexts such as waiting rooms in children’s hospitals (6–8). Moreover, soothing light installations and ‘sensory rooms’ have also been used in maternity and postnatal wards to support mothers with pain, anxiety and post-natal depression, nurturing their recovery (9–11).

Pain Management

 

Virtual reality is now being used to support pain control during severe burns treatment (12,13), labour (14–16), and cancer care (17–20). These experiences often use meditative environments or distraction techniques, proving especially helpful where pharmacological interventions fall short. The degree of pain reduction that is possible is significant - for example, ‘burn patients report 35–50% reductions in procedural pain while in a distracting immersive virtual reality, and fMRI brain scans show associated reductions in pain-related brain activity during VR’ (21).

 

Regulation

 

Immersive arts are being deployed to support different types of regulation. SpiroArtis, an art-based interactive health platform for children with asthma and cystic fibrosis, seeks to enhance engagement and motivation in spirometry testing (a common lung function test) (22). This builds upon a number of digital health interventions supporting paediatric asthma, through mechanisms such as animation, gamification, relaxation visualisations, and AR apps (23–26).

 

In a biofeedback VR study, where participants needed to control their heart-rate to play a game, researchers found that visualisation of biofeedback increases sense of agency and heart rate control (27). Similarly, Heartsync is an interactive generative soundscape installation visualises group heartrate for means of synchronisation (28,29). Other biofeedback interventions support health concerns such as hypertension (30–32).

 

Projects also support emotional regulation for neurodivergent people. Examples include immersive technology at the D.R.E.A.M. centre in Sussex; ‘this multipurpose space integrates immersive projection, spatial audio, scent delivery, and tactile interactivity into flexible storytelling zones’ (33). In Scotland, Soundplay offer immersive, multisensory experiences of their own (34). Co-founder Ewan Sinclair comments, ‘a multi-sensory approach just opens-up more possibilities and starting points’.

 

Rehabilitation

 

In rehabilitation settings, immersive technology plays a growing role (35). Virtual embodiment therapy has helped amputees reduce phantom limb pain (36–39). Movement-based VR games aid stroke recovery (40–42). Adding to this, VR experiences allowing people with dementia to ‘travel through time,’ stimulating memory recall and identity (43,44). In a wider sense, digital museums and interactive arts are thought to contribute to repair via heightened play behaviours, signalling scope for more rehabilitation possibilities.

 

Health Promotion and Training

 

Immersive arts are emerging as powerful tools for health literacy. VR and AR-based experiences have been developed to promote understanding of diabetes (45,46), while immersive dance supports engagement with physical health (47,48). For healthcare workers, simulations help build empathy and insight (49) – such as dementia simulation training (50–53).

 

Mental Health

 

The mental health potential of immersive arts is vast. Examples include immersive music therapy (54–57), VR art therapy (58–60), immersive arts to address stigma and awareness of mental conditions (61,62), virtual immersive public art for urban restoration (63), and immersive care home environments to promote cognitive function, enhance well-being and foster connection (64).

 

Call to Action

 

If you’re working in creative health and wondering what’s next, immersive arts may be the direction to explore. The field is expanding fast and with funding streams like Immersive Arts now open, there’s no better time to imagine what's possible.

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References

 

1. Novakovic N, Milovancevic MP, Dejanovic SD, Aleksic B. Effects of Snoezelen—Multisensory environment on CARS scale in adolescents and adults with autism spectrum disorder. Res Dev Disabil. 2019 Jun;89:51–8.

 

2. Schofield P. A pilot study into the use of a multisensory environment (Snoezelen) within a palliative day-care setting. Int J Palliat Nurs. 2003 Mar;9(3):124–30.

 

3. Solé C, Celdrán M, Cifre I. Psychological and Behavioral Effects of Snoezelen Rooms on Dementia. Act Adapt Aging. 2023 Oct 2;47(4):550–65.

 

4. CW+. Immersive AI artwork launches at Chelsea and Westminster Hospital [Internet]. 2021 [cited 2025 Jun 29]. Available from: https://www.cwplus.org.uk/latest/immersive-ai-artwork-launches-at-chelsea-and-westminster-hospital/#:~:text=30%20March%202021-,Immersive%20AI%20artwork%20launches%20at%20Chelsea%20and%20Westminster%20Hospital,in%20healing%20and%20mental%20wellbeing.

 

5. CW+. ‘Flow’: an interactive art installation at West Middlesex University Hospital [Internet]. 2025 [cited 2025 Jun 29]. Available from: https://www.cwplus.org.uk/latest/flow-interactive-art-installation/

 

6. Biddiss E, McPherson A, Shea G, McKeever P. The Design and Testing of Interactive Hospital Spaces to Meet the Needs of Waiting Children. HERD Health Environ Res Des J. 2013 Apr;6(3):49–68.

 

7. ScreenPlay - Interactive display for kids at Holland Bloorview [Internet]. 2019 [cited 2025 Jun 29]. Available from: https://www.youtube.com/watch?v=wcEGkuRCQkA

 

8. Art Explora Foundation. Art in hospital for every child [Internet]. 2025 [cited 2025 Jun 29]. Available from: https://www.artexplora.org/en/articles/it-is-now

 

9. Balabanoff D. Light and Embodied Experience in the Reimagined Birth Environment [Internet] [PhD Thesis]. [Dublin]: University College Dublin; 2017 [cited 2025 Jun 29]. Available from: https://www.researchgate.net/profile/Doreen-Balabanoff/publication/327546110_Light_and_Embodied_Experience_in_the_Reimagined_Birth_Environment/links/605fb36e92851cd8ce6fbb28/Light-and-Embodied-Experience-in-the-Reimagined-Birth-Environment.pdf

 

10. Balabanoff D. Color, light, and birth space design: An integrative review. Color Res Appl. 2023 Sep;48(5):413–32.

 

11. Bellini E, Macchi A, Setola N, Lindahl G. Sensory Design in the Birth Environment: Learning from Existing Case Studies. Buildings. 2023 Feb 24;13(3):604.

 

12. Phelan I, Furness PJ, Matsangidou M, Babiker NT, Fehily O, Thompson A, et al. Designing effective virtual reality environments for pain management in burn-injured patients. Virtual Real. 2023 Mar;27(1):201–15.

 

13. Armstrong M, Coffey R, Luna J, Xiang H. Pilot randomized clinical trial of virtual reality pain management during adult burn dressing changes: Lessons learned. Lourentzou I, editor. PLOS Digit Health. 2023 Sep 25;2(9):e0000231.

 

14. Mohammadi H, Rasti J, Ebrahimi E. Virtual Reality, Fear of Pain and Labor Pain Intensity: A Randomized Controlled Trial. Anesthesiol Pain Med [Internet]. 2023 Feb 6 [cited 2025 Jun 29];13(1). Available from: https://brieflands.com/articles/aapm-130387.html

 

15. Akin B, Yilmaz Kocak M, Küçükaydın Z, Güzel K. The Effect of Showing Images of the Foetus with the Virtual Reality Glass During Labour Process on Labour Pain, Birth Perception and Anxiety. J Clin Nurs. 2021 Aug;30(15–16):2301–8.

 

16. Baradwan S, Khadawardi K, Badghish E, Alkhamis WH, Dahi AA, Abdallah KM, et al. The impact of virtual reality on pain management during normal labor: A systematic review and meta-analysis of randomized controlled trials. Sex Reprod Healthc. 2022 Jun;32:100720.

 

17. Groninger H, Violanti D, Mete M. Virtual reality for pain management in hospitalized patients with cancer: A randomized controlled trial. Cancer. 2024 Jul 15;130(14):2552–60.

 

18. Ozturk CS, Toruner EK. Effectiveness of Virtual Reality in Anxiety and Pain Management in Children and Adolescents Receiving Cancer Treatment: A Systematic Review and Meta-analysis of Randomized Controlled Trials. J Med Syst. 2023 Oct 10;47(1):103.

 

19. Elkefi S, Choudhury A. Role of Virtual Reality in Improving Home Cancer Care: A Systematic Literature Review. Electronics. 2025 Jan 20;14(2):385.

 

20. Wu Y, Wang N, Zhang H, Sun X, Wang Y, Zhang Y. Effectiveness of Virtual Reality in Symptom Management of Cancer Patients: A Systematic Review and Meta-Analysis. J Pain Symptom Manage. 2023 May;65(5):e467–82.

 

21. Hoffman HG, Chambers GT, Meyer WJ, Arceneaux LL, Russell WJ, Seibel EJ, et al. Virtual Reality as an Adjunctive Non-pharmacologic Analgesic for Acute Burn Pain During Medical Procedures. Ann Behav Med. 2011 Apr;41(2):183–91.

 

22. Bojic D. Take a deep breath : Spiroartis -the first artbased spirometry platform for adolescent asthma patients. In ISEA International; 2024 [cited 2025 Jun 29]. Available from: https://www.academia.edu/121517001/Take_a_deep_breath_Spiroartis_the_first_artbased_spirometry_platform_for_adolescent_asthma_patients

 

23. Ferrante G, Licari A, Marseglia GL, La Grutta S. Digital health interventions in children with asthma. Clin Exp Allergy. 2021 Feb;51(2):212–20.

 

24. Liu B, Ye Q, Yang J, Zhang J, Li P, Luximon Y, et al. FunBreath: A novel interactive nebulizer mask with gamification system for children’s effective and enjoyable treatment. Int J Hum-Comput Stud. 2025 Sep;203:103557.

 

25. Van Delden R, Plass-Oude Bos D, De With AJV (Vivianne), Vogel K, Klaassen R, Zwart N, et al. SpiroPlay, a Suite of Breathing Games for Spirometry by Kids & Experts. In: Proceedings of the Annual Symposium on Computer-Human Interaction in Play [Internet]. Virtual Event Canada: ACM; 2020 [cited 2025 Jun 29]. p. 400–13. Available from: https://dl.acm.org/doi/10.1145/3410404.3414223

 

26. Al-Naimi S, Brady P, Andrews T, Janes C, Ibrahim F, Abdel-Maguid M. Examining the Efficacy of a Novel Augmented Reality Mobile Delivery Platform for the Enhancement of Asthma Care Education for Children. Int J Interact Mob Technol IJIM. 2021 Apr 9;15(07):47.

 

27. Houzangbe S, Christmann O, Gorisse G, Richir S. Effects of voluntary heart rate control on user engagement and agency in a virtual reality game. Virtual Real. 2020 Dec;24(4):665–81.

 

28. Basilashvili N. Heartsync [Internet]. 2023 [cited 2025 Jun 29]. Available from: https://www.ninobasilashvili.com/heartsync_en/

 

29. HEARTSYNC - Interactive biofeedback Installation [Internet]. 2022 [cited 2025 Jun 29]. Available from: https://youtu.be/cI6uLbyJeUY?si=8_36gfG4XxPC2_tx

 

30. Jenkins S, Cross A, Osman H, Salim F, Lane D, Bernieh D, et al. Effectiveness of biofeedback on blood pressure in patients with hypertension: systematic review and meta-analysis. J Hum Hypertens. 2024 Aug 14;38(10):719–27.

 

31. Torres R. Biofeedback using virtual reality, conscious interoception, and breathing exercises modulates blood pressure and heart rate variability in people with and without cervical spinal cord injuries. [Internet]. University of Louisville; 2024 [cited 2025 Jun 29]. Available from: https://ir.library.louisville.edu/etd/4381

 

32. Han J, Park J, Kang H, Lee H, Kim N. The Effect of a Biofeedback-Based Integrated Program on Improving Orthostatic Hypotension in Community-Dwelling Older Adults: A Pilot Study. J Cardiovasc Nurs. 2025 Jan;40(1):E24–36.

 

33. 7thSense. Supporting Neurodivergent Individuals through Immersive Experiences [Internet]. 2025 [cited 2025 Jun 29]. Available from: https://7thsense.one/knowledge/supporting-neurodivergent-individuals-through-immersive-experiences#:~:text=Understanding%20Neurodivergence,different%20cognitive%20styles%20and%20preferences.

 

34. Youth Music. Soundplay - How a ground-breaking immersive project is redefining accessibility in the arts [Internet]. 2024 [cited 2025 Jun 29]. Available from: https://www.youthmusic.org.uk/case-study/soundplay-how-ground-breaking-immersive-project-redefining-accessibility-arts

 

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36. Hoffman HG, Boe DA, Rombokas E, Khadra C, LeMay S, Meyer WJ, et al. Virtual reality hand therapy: A new tool for nonopioid analgesia for acute procedural pain, hand rehabilitation, and VR embodiment therapy for phantom limb pain. J Hand Ther. 2020 Apr;33(2):254–62.

 

37. Rajendram C, Ken-Dror G, Han T, Sharma P. Efficacy of mirror therapy and virtual reality therapy in alleviating phantom limb pain: a meta-analysis and systematic review. BMJ Mil Health. 2022 Apr;168(2):173–7.

 

38. Hali K, Manzo MA, Koucheki R, Wunder JS, Jenkinson RJ, Mayo AL, et al. Use of virtual reality for the management of phantom limb pain: a systematic review. Disabil Rehabil. 2024 Feb 13;46(4):629–36.

 

39. Matamala-Gomez M, Donegan T, Bottiroli S, Sandrini G, Sanchez-Vives MV, Tassorelli C. Immersive Virtual Reality and Virtual Embodiment for Pain Relief. Front Hum Neurosci. 2019 Aug 21;13:279.

 

40. Gustavsson M, Kjörk EK, Erhardsson M, Alt Murphy M. Virtual reality gaming in rehabilitation after stroke – user experiences and perceptions. Disabil Rehabil. 2022 Oct 23;44(22):6759–65.

 

41. Saeedi S, Ghazisaeedi M, Rezayi S. Applying Game-Based Approaches for Physical Rehabilitation of Poststroke Patients: A Systematic Review. Taiar R, editor. J Healthc Eng. 2021 Sep 14;2021:1–27.

 

42. Wang L, Chen JL, Wong AMK, Liang KC, Tseng KC. Game-Based Virtual Reality System for Upper Limb Rehabilitation After Stroke in a Clinical Environment: Systematic Review and Meta-Analysis. Games Health J. 2022 Oct 1;11(5):277–97.

 

43. Muslu L, Karakuş Z, Asï E, Bayindir R, Özer Z. Time travel of older people through virtual reality: a qualitative study. BMC Geriatr. 2025 Jan 20;25(1):42.

 

44. Stefan H, Watkins V, Hutchinson AM, Horan B. Enhancing the Daily Lives of Aged Care Residents including those with Mild Cognitive Impairment Through Virtual Reality Travel Experiences [Internet]. 2025 [cited 2025 Jun 29]. Available from: https://www.researchsquare.com/article/rs-5112713/v1

 

45. Calle M, Abad F, Juan MC. Augmented Reality for Therapeutic Education in Patients with Diabetes: Short- and Mid-Term Learning Benefits. Sensors. 2025 Feb 8;25(4):1017.

 

46. Vaughan N. Virtual Reality Meets Diabetes. J Diabetes Sci Technol. 2025 May;19(3):810–9.

 

47. Sarupuri B, Kulpa R, Aristidou A, Multon F. Dancing in virtual reality as an inclusive platform for social and physical fitness activities: a survey. Vis Comput. 2024 Jun;40(6):4055–70.

 

48. Odenigbo IP, Alslaity A, Chan G, Orji R. AR Dancee: An Augmented Reality-Based Mobile Persuasive Intervention for Promoting Physical Activity Through Dancing. Int J Human–Computer Interact. 2025 Jun 3;41(11):6765–85.

 

49. Gasteiger N, Van Der Veer SN, Wilson P, Dowding D. How, for Whom, and in Which Contexts or Conditions Augmented and Virtual Reality Training Works in Upskilling Health Care Workers: Realist Synthesis. JMIR Serious Games. 2022 Feb 14;10(1):e31644.

 

50. Meyer K, James D, Amezaga B, White C. Simulation learning to train healthcare students in person-centered dementia care. Gerontol Geriatr Educ. 2022 Apr 3;43(2):209–24.

 

51. Huang Y, Ho KHM, Christensen M, Wong DW, Wang S, Su JJ, et al. Virtual reality‐based simulation intervention for enhancing the empathy of informal caregivers of people with dementia: A mixed‐methods systematic review. Int J Ment Health Nurs. 2024 Apr;33(2):241–58.

 

52. Lin H, Huang H, Tsai C, Chang S. Improving the quality of communicating with dementia patients: A virtual reality‐based simulated communication approach. Br J Educ Technol. 2025 Jan;56(1):167–89.

 

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54. Perez P, Vallejo E, Revuelta M, Redondo Vega MV, Guervós Sánchez E, Ruiz J. Immersive Music Therapy for Elderly Patients. In: ACM International Conference on Interactive Media Experiences [Internet]. Aveiro JB Portugal: ACM; 2022 [cited 2025 Jun 29]. p. 47–52. Available from: https://dl.acm.org/doi/10.1145/3505284.3529961

 

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61. Martin K. Blackout: a mixed methods analysis of the impact of an immersive art installation on stigmatising attitudes towards people experiencing bipolar disorder [Internet] [PhD Thesis]. [Guildford, Surrey]: University of Surrey; 2021 [cited 2025 Jun 29]. Available from: https://s3.eu-central-1.amazonaws.com/eu-st01.ext.exlibrisgroup.com/44SUR_INST/storage/alma/7F/6D/40/AB/5E/7C/02/33/98/A1/28/0F/C2/8E/88/FB/KM%20Ethesis%20pdf_Kathy%20Martin.pdf?response-content-type=application%2Fpdf&X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Date=20250629T190108Z&X-Amz-SignedHeaders=host&X-Amz-Expires=119&X-Amz-Credential=AKIAJN6NPMNGJALPPWAQ%2F20250629%2Feu-central-1%2Fs3%2Faws4_request&X-Amz-Signature=b9f82efba8e723d8a61ae6dedfe90f7b72fc4ad15130021a53e99e9fd622a141

 

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