virtual reality exposure. some of these side effects and aftereffects could include cybersickness (a type of motion sickness caused by the virtual reality experience), perceptual-motor disturbances, flashbacks, and generally lowered arousal (rizzo, schultheis, & rothbaum, 2003). if severe and widespread enough, these effects should be mitigated via various methods by those therapists using virtual reality. another ethical concern is how clinicians should receive vrt certification. due to the relative newness of virtual reality as a whole, there may not be many clinicians who have experience with the nuances of virtual reality exposure or vr programs' intended roles in therapy. according to rizzo et al. (2003), virtual reality technology should only be used as a tool for qualified clinicians instead of being used to further one's practice or garner an attraction for new clients/patients. some traditional concerns with virtual reality therapy is the cost. since virtual reality in the field of science and medicine is so primitive and new, the costs of virtual reality equipment would be a lot higher than some of the traditional methods. with medical costs growing at an exponential level this would be another cost that is added to the growing list of medical bills for a patients recovery process. regardless of the benefits with virtual reality rehab, the costs of the equipment and the resources for a virtual reality setup would make it difficult for it to be mainstream and available to all patients including the indigent population. however, a new market of lower cost virtual reality hardware is emerging, specifically with improved head-mounted displays. in addition there are some issues which are related to virtual reality that can arise from its use such as social isolation where the users can become detached from real-world social connections and the overestimation of a person's abilities where users – especially the young – often fail to distinguish between their feats in real life and virtual reality.