Abstract: Creating Inclusive Immersion: A Scoping Review of Accessibility in Virtual Reality (Society for Social Work and Research 30th Annual Conference Anniversary)

729P Creating Inclusive Immersion: A Scoping Review of Accessibility in Virtual Reality

Schedule:
Sunday, January 18, 2026
Marquis BR 6, ML 2 (Marriott Marquis Washington DC)
* noted as presenting author
Autumn Krist, Graduate Research Assistant, George Mason University, Fairfax, VA
Christian Harris, Undergraduate Research Assistant, George Mason University, Fairfax, VA
Amy Page, DSW, Assistant Professor, George Mason University, VA
Emily Ihara, PhD, Professor and Chair, George Mason University, Fairfax, VA
Background: Virtual Reality (VR) is a rapidly expanding teaching tool across disciplines, including social work. However, increasing concerns around accessibility in VR environments have emerged. Research identifies recurring barriers such as disorientation, sensory overload, and physical exclusion, particularly for individuals with disabilities. Since 60% of people with one ability limitation often experience multiple coexisting challenges, poorly designed VR environments can unintentionally create a disabling context for anyone. Common challenges include difficulty navigating physical spaces, sensory integration challenges, and cybersickness. Creating accessible VR trainings not only improves usability but aligns with key social work values such as integrity, dignity, and justice.

Purpose: This scoping review explores how inclusive immersion, defined as maximizing useability for all, can be operationalized in VR training. The review aims to: 1) identify the process for enhancing inclusive immersion; and 2) highlight key software tools that improve accessibility. The central research question is: What software tools can increase the accessibility of VR environments?

Methods: Searches were conducted in SocINDEX, PsycINFO, PubMed, and Family and Society Studies using the terms, “virtual reality,” “accessibility,” and “inclusion.” Out of 300 articles screened by two researchers, studies over 10 years old, unrelated to specific ability limitations, or focused on specific hardware were excluded. Fifty articles were examined in greater detail for relevance to software solutions and inclusive processes, with 10 meeting final inclusion criteria. Additional articles were identified through references of previously selected articles.

Results: Improving accessibility in VR is a cyclical process that includes identifying user needs, applying modifications, and collecting feedback. For example, companies like LucasFilm have partnered with disability advocates and people living with disabilities to co-design immersive, inclusive experiences. Given this iterative nature, most studies either evaluate specific tools or use focus groups to identify accessibility needs. Key software adaptations identified include adjustable sound levels, customizable visual contrast, simplified interfaces, and adaptable navigation controls. These features allow users to tailor VR environments to accommodate cognitive, sensory, and mobility-related needs, such as increasing button sizes, enabling subtitles, or altering brightness levels. One fully accessible VR training platform, for example, includes over 60 customizable features. These findings allow for an understanding of what tools can increase accessibility of trainings.

Conclusion: VR simulation design is currently at a pivotal stage where inclusive immersion can be integrated early, enhancing both usability and cost-effectiveness. Early adoption of inclusive design principles enables VR to better serve diverse users by allowing tailored modifications in auditory, visual, interactive, and movement-based features. Such proactive strategies foster broader engagement and long-term sustainability of VR tools.

Implications: To ensure meaningful accessibility, VR developers must assess each simulation element for its function and offer alternative modes of engagement. Customization should begin by examining sensory input, tasks, and controls, identifying their core purpose and determining how alternate formats can deliver similar experiences. High customizability enable simulations to become deeply immersive for a wider audience, eliminating the need for separate software or hardware accommodations.