
The paper provides a theoretical analysis and systematization of contemporary evidence on the use of VR public speaking simulators as a means of overcoming fear of communicating in front of an audience, also referred to as glossophobia. It is substantiated that traditional forms of preparation, namely rehearsals, role-playing training, and consultations, often have limitations due to insufficient emotional immersion and the predictability of situations. By contrast, VR environments offer a high sense of presence, interactivity, and controlled exposure to stress-inducing stimuli. The key mechanisms of VR’s therapeutic impact are identified, including the sense of presence as a mediator of emotional engagement, desensitization of anxiety responses within guided exposure, training in self-regulation, and targeted improvement of nonverbal behaviour, particularly gestures, facial expressions, and eye contact. It is shown that the effectiveness of VR training increases under conditions of scenario personalization, variation of virtual audience parameters, and integration of biofeedback, which contributes to a reduction in psychophysiological manifestations of anxiety and to enhanced communicative confidence. Prospects for the standardization of VR protocols and the implementation of artificial intelligence systems to create adaptive, safe, and effective training environments are outlined.
Public Relations, Cognitive Behavioral Therapy, Virtual Reality Exposure Therapy, Virtual Reality, Computer Simulation, Biofeedback, Psychology, Anxiety, Nonverbal Communication, Psychology, Social, Emotional Regulation
Public Relations, Cognitive Behavioral Therapy, Virtual Reality Exposure Therapy, Virtual Reality, Computer Simulation, Biofeedback, Psychology, Anxiety, Nonverbal Communication, Psychology, Social, Emotional Regulation
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