Virtual Reality in Mental Health

A special issue of Healthcare (ISSN 2227-9032). This special issue belongs to the section "Artificial Intelligence in Medicine".

Deadline for manuscript submissions: 30 April 2025 | Viewed by 1132

Special Issue Editors


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Guest Editor
Centre for Smart Health, School of Nursing, The Hong Kong Polytechnic University, Kowloon, Hong Kong
Interests: virtual and augmented reality (VR/AR) and artificial intelligence (AI) techniques in healthcare and medicine applications
Department of Applied Social Sciences, The Hong Kong Polytechnic University, Kowloon, Hong Kong
Interests: virtual reality in mental health and rehabilitation; occupational health psychology; employee wellbeing

Special Issue Information

Dear Colleagues,

We are delighted to extend this invitation to you to contribute to this Special Issue entitled "Virtual Reality in Mental Health". This Special Issue aims to explore the significant advancements and potential applications of virtual reality (VR) in the field of mental health. With the increasing prevalence of mental health disorders and the need for innovative interventions, VR has emerged as a promising tool that offers novel opportunities for assessment, treatment, and rehabilitation.

The integration of VR technology in mental health research and practice holds immense scientific and clinical significance. VR provides a simulated, immersive environment that can replicate real-world scenarios, enabling researchers and clinicians to examine and address various psychological conditions and challenges in a controlled and personalized manner. This research area has garnered substantial attention and has the potential to revolutionize the field of mental health by enhancing assessment accuracy, expanding treatment options, and improving patient outcomes.

Aim of the Special Issue and Relevance to the Journal’s Scope:

The aim of this Special Issue is to bring together cutting-edge research, innovative methodologies, and critical insights on the utilization of virtual reality in mental health. By focusing on this topic, we aim to provide a platform for researchers and practitioners to share their findings, experiences, and perspectives, ultimately advancing our understanding of the potential benefits and limitations of VR in mental health contexts.

This Special Issue aligns closely with the scope of our journal. Our journal exerts a strong emphasis on mental health research, interventions, and advancements in this field. We believe that the exploration of virtual reality in mental health aligns perfectly with our journal's mission to disseminate high-quality research that contributes to the improvement of mental health outcomes. We encourage contributors to review this journal's scope to ensure their submissions are in line with the overarching aims and objectives of our publication.

Suggested Themes and Article Types for Submissions:

In this Special Issue, we welcome original research articles and comprehensive reviews that cover various themes related to virtual reality in mental health. Potential research areas may include, but are not limited to, the following:

Virtual reality interventions for specific mental health disorders (e.g., anxiety, depression, PTSD, and phobias);

We look forward to receiving your valuable contributions to this Special Issue. By sharing your expertise and research outcomes, we can collectively advance this field and foster innovative approaches to mental health care.

Prof. Dr. Harry Qin
Dr. Kapo Wong
Guest Editors

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All submissions that pass pre-check are peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Healthcare is an international peer-reviewed open access semimonthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 2700 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Keywords

  • virtual reality
  • mental health
  • assessment
  • treatment
  • rehabilitation
  • social work
  • nursing
  • qualitative studies
  • randomized controlled trials

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Published Papers (2 papers)

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Research

20 pages, 791 KiB  
Article
Finding Peace in Pixels: Exploring the Therapeutic Mechanisms of Virtual Nature for Young Adults’ Mental Well-Being
by Ka-Po Wong, Sikai Wu, Haoneng Lin, Kean Poon, Bohan Zhang and Jing Qin
Healthcare 2025, 13(8), 895; https://doi.org/10.3390/healthcare13080895 - 14 Apr 2025
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Abstract
Background: This investigation examines the phenomenological dimensions of young adults’ engagement with virtual natural environments for psychological stress amelioration through rigorous thematic analysis. Contemporary epidemiological data reveal a concerning prevalence of stress among young adults aged 18 to 29 years, with approximately 30% [...] Read more.
Background: This investigation examines the phenomenological dimensions of young adults’ engagement with virtual natural environments for psychological stress amelioration through rigorous thematic analysis. Contemporary epidemiological data reveal a concerning prevalence of stress among young adults aged 18 to 29 years, with approximately 30% reporting moderate to severe manifestations. Despite virtual reality (VR)’s emergence as a promising modality for mental well-being interventions, a significant lacuna exists regarding the qualitative understanding of these immersive experiences. Methods: Through semi-structured interviews with 35 young adults following a four-week VR nature intervention, we constructed a conceptual framework comprising five interconnected strata: intervention, experience, process, context, and outcome. Results: Our analysis illuminated intricate bidirectional relationships among sensory elements, emotional responses, immersion depth, interactive affordances, post-session effects, psychological development, implementation challenges, individual variability, and comparative efficacy. The findings demonstrate congruence with both Attention Restoration Theory and Stress Recovery Theory while necessitating consideration of technology-specific mediators. Notably, the identified “stress barrier” phenomenon temporarily inhibited intrusive cognitions, suggesting promising therapeutic mechanisms. Pronounced heterogeneity in environmental preferences and psychophysiological responsiveness underscores the imperative for personalized implementation strategies. Conclusions: These insights provide substantive guidance for VR nature applications across therapeutic, occupational, and educational domains, potentially augmenting our repertoire for addressing stress-related sequelae in contemporary society. Full article
(This article belongs to the Special Issue Virtual Reality in Mental Health)
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12 pages, 469 KiB  
Article
Gamified Exercise in Virtual Reality: A Novel Intervention for Enhancing Mental Health and Reducing Suicidal Ideation in Older Adults
by Yujie Dong, Hossein Faridniya, Zinat Ebrahimi and Zijian Zhao
Healthcare 2025, 13(8), 859; https://doi.org/10.3390/healthcare13080859 - 9 Apr 2025
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Abstract
Background: Suicide is a major issue among individuals aged 60 and above, often linked to reduced life motivation and life expectancy. Innovative interventions are needed, and this study explores the impact of gamified Virtual Reality (VR) exercise on improving life expectancy in [...] Read more.
Background: Suicide is a major issue among individuals aged 60 and above, often linked to reduced life motivation and life expectancy. Innovative interventions are needed, and this study explores the impact of gamified Virtual Reality (VR) exercise on improving life expectancy in older adults with suicidal ideation. Methods: A quasi-experimental design with pre-test and post-test evaluations was conducted on 72 older men recruited through convenience sampling. A standardized life expectancy questionnaire was used. Due to heterogeneous variances, ANCOVA was deemed inappropriate, and a Shapiro-Wilk test was performed to assess normality. A parametric Student’s t-test was used to analyze group differences. Results: The experimental group showed significantly higher life expectancy compared to the control group (t (58.219) = −26.693, p < 0.001), confirming the intervention’s effectiveness. Conclusions: Gamified VR exercise improves motivation and adherence to physical activity, significantly enhancing life expectancy among older adults with suicidal ideation. This non-pharmacological approach also holds promise for managing other psychological disorders and expanding research in this field. Full article
(This article belongs to the Special Issue Virtual Reality in Mental Health)
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