Virtual reality is used to treat a variety of mental health problems. However, it is not only another technological stage in the use of games in the therapeutic process, but it also brings with it a number of new psychic phenomena (e.g. presence, including embodiment), which change the nature of the game experience.
On the other hand, the degree of experienced presence depends on a certain level of technological level, the current peak of which is the so-called fully immersive virtual reality. One of the ways to use virtual reality in the treatment of mental disorders is through direct or indirect therapeutic games.
There are already many therapeutic games also in various degrees of virtual reality towards fully immersive virtual reality. The aim of this article is to present the use and creation of therapeutic games in virtual reality and another aim is to present a model composed of three components - player, game and therapy by Mader et al. (2012) for the creation of therapeutic games in virtual reality on the example of the development of an application for reducing procedural pain in patients with burns on the example of our own application Cold river.