Virtual Reality (VR) in general, and the application of VR to rehabilitation in particular, is a relatively young, interdisciplinary field where clinical implementation very rapidly follows scientific discovery and technological advancement. Indeed, implementation is often so rapid that demonstration of intervention efficacy by investigators, and establishment of research and development priorities by funding bodies, tends to be more reactive than proactive.
Rapid growth in the number and type of applications of VR to rehabilitation has occurred over the past 15 years, suggesting that the research in this area may be demonstrative of a new scientific field. Reviews of the research in this area (see e.g., Rizzo and Kim [1], Sveistrup [2], and Levin et al. [3]), however, focus principally on applications of VR technology to specific disability or impairment. If VR-based rehabilitation is chiefly one more tool in the field of rehabilitation science, then cross-disciplinary communication could consist primarily of reporting methodological approaches. If, however, VR-based rehabilitation has emerged as a distinctive scientific domain, then it becomes the responsibility of the scientists and clinicians engaged in this work to disseminate both research insights and future directions across engaged disciplines. Our aim in the current study is to use tools of analysis from the domain of information science to examine whether application of VR to rehabilitation has evolved as a distinct field of research or is primarily a methodology in core disciplines such as biomedical engineering, medicine and psychology.


