REVIEW article
Front. Virtual Real.
Sec. Technologies for VR
This article is part of the Research TopicBeyond Game Engines in Extended RealityView all articles
Eye tracking in virtual reality for neurorehabilitation: a narrative perspective on needs, challenges, and pathways beyond game engines
Provisionally accepted- Northeastern University, Boston, United States
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Virtual reality (VR) systems with integrated eye tracking offer a powerful way to study and support sensorimotor and cognitive function in neurorehabilitation. Eye movements provide a high-bandwidth window onto information processing, visuomotor integration, cognitive load, and affect, while immersive VR enables more ecologically valid yet controllable tasks spanning visual exploration, movement execution, object interaction, and social exchange. This narrative review synthesizes recent work on eye tracking in VR for neurorehabilitation, focusing on three application domains: assessment, intervention, and supportive design, together with the technical and governance requirements needed to make these systems clinically meaningful and ethically responsible. We highlight how the dominant implementation pattern of integrated headsets streaming preprocessed gaze rays into game engines introduces black-box processing, frame-bound timing, and limited calibration control that pose threats to validity, reproducibility, and cross-site comparability. We review emerging workarounds, including modular architectures that decouple sensing and rendering, explicit latency benchmarking and cross-modal synchronization, adaptive and implicit calibration approaches, and privacy-by-design frameworks from digital phenotyping and metaverse healthcare. Taken together, the evidence suggests that eye-tracked VR is already capable of supporting informative assessments and promising interventions, but that realizing its full potential for neurorehabilitation will require a shift toward architectures that support transparent control over sampling, calibration, timing, and data governance, as well as handling eye tracking data as both a sensitive clinical signal and a protected form of personal data.
Keywords: data governanceand privacy, data quality, eye tracking, Game Engine, latency and synchronization, Neurorehabilitation, virtual reality
Received: 30 Nov 2025; Accepted: 12 Feb 2026.
Copyright: © 2026 Cheng and Chukoskie. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
* Correspondence: Leanne Chukoskie
Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.