Study Objectives Lucid dreaming (LD) involves awareness of being in a dream during Rapid Eye Movements (REM) sleep and depends on the reactivation of metacognitive and reality-monitoring processes. Existing induction methods show variable efficacy. This study tested whether a virtual reality (VR) application designed to rehearse lucid-dream–relevant metacognitive routines increases LD beyond traditional training, and whether a lucid-dream–oriented VR training package (VR content plus guided open-monitoring primer) increases lucid-like dreaming beyond traditional training, and whether generic VR exposure shows similar effects. Methods Thirty-eight low-LD participants completed a 5-week program of daily dream diaries and reality checks, assigned to: (i) VR-experimental (n=13): standard training plus eight lab sessions of LucidDreamingVR, each preceded by brief open-monitoring meditation; (ii) VR-control (n=12): standard training plus eight sessions of a visually similar, LD-unrelated VR task; or (iii) no-VR control (n=13): standard training only. Dreams were classified as ordinary, prelucid, or lucid (prelucid+lucid = “lucid-like”). Dream phenomenology was assessed with the LuCiD scale. Results The VR-experimental group reported more lucid-like dreams and a higher proportion of responders than both control groups. Lucid-like dreams occurred most frequently in the one to two nights following VR sessions. Increased lucidity was not explained by greater dream recall, as the VR-experimental group reported fewer ordinary dreams overall but showed a higher lucidity prevalence. LuCiD scores replicated established phenomenological distinctions and supported a graded continuum from ordinary to prelucid to lucid dreams. The VR-control group showed the lowest lucidity rates, indicating that VR exposure alone was insufficient. Conclusions Dream-oriented VR training can facilitate LD when combined with standard techniques, likely by scaffolding the transfer of metacognitive monitoring from wakefulness to REM sleep. VR represents a promising tool for enhancing lucid dream induction and studying metacognition across states of consciousness.
Virtual Reality as a Metacognitive Training Tool for Lucid Dreaming / Signorelli, A., Tormen, F., Dal Bianco, B., De Pisapia, N.. - In: FRONTIERS IN PSYCHOLOGY. - ISSN 1664-1078. - 2026:(2026). [10.3389/fpsyg.2026.1924370]
Virtual Reality as a Metacognitive Training Tool for Lucid Dreaming
Signorelli, Andrea
Primo
;De Pisapia, Nicola
Ultimo
2026-01-01
Abstract
Study Objectives Lucid dreaming (LD) involves awareness of being in a dream during Rapid Eye Movements (REM) sleep and depends on the reactivation of metacognitive and reality-monitoring processes. Existing induction methods show variable efficacy. This study tested whether a virtual reality (VR) application designed to rehearse lucid-dream–relevant metacognitive routines increases LD beyond traditional training, and whether a lucid-dream–oriented VR training package (VR content plus guided open-monitoring primer) increases lucid-like dreaming beyond traditional training, and whether generic VR exposure shows similar effects. Methods Thirty-eight low-LD participants completed a 5-week program of daily dream diaries and reality checks, assigned to: (i) VR-experimental (n=13): standard training plus eight lab sessions of LucidDreamingVR, each preceded by brief open-monitoring meditation; (ii) VR-control (n=12): standard training plus eight sessions of a visually similar, LD-unrelated VR task; or (iii) no-VR control (n=13): standard training only. Dreams were classified as ordinary, prelucid, or lucid (prelucid+lucid = “lucid-like”). Dream phenomenology was assessed with the LuCiD scale. Results The VR-experimental group reported more lucid-like dreams and a higher proportion of responders than both control groups. Lucid-like dreams occurred most frequently in the one to two nights following VR sessions. Increased lucidity was not explained by greater dream recall, as the VR-experimental group reported fewer ordinary dreams overall but showed a higher lucidity prevalence. LuCiD scores replicated established phenomenological distinctions and supported a graded continuum from ordinary to prelucid to lucid dreams. The VR-control group showed the lowest lucidity rates, indicating that VR exposure alone was insufficient. Conclusions Dream-oriented VR training can facilitate LD when combined with standard techniques, likely by scaffolding the transfer of metacognitive monitoring from wakefulness to REM sleep. VR represents a promising tool for enhancing lucid dream induction and studying metacognition across states of consciousness.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione



