Virtual Reality in Mental Health

A special issue of Healthcare (ISSN 2227-9032).

Deadline for manuscript submissions: 30 April 2027 | Viewed by 10885

Editors


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Guest Editor
School of Nursing, The Hong Kong Polytechnic University, Hong Kong, China
Interests: artificial intelligence; deep learning; medical image analysis and segmentation; convolutional neural networks; computer vision; ultrasound imaging; virtual reality for medicine & healthcare applications
Special Issues, Collections and Topics in MDPI journals
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 250 words) can be sent to the Editorial Office for assessment.

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-anonymized 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 (5 papers)

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Research

16 pages, 432 KB  
Article
The Impact of Patient and Professional Users’ Involvement in Implementation for Virtual Reality in Hospitalised Palliative Cancer Patients in a German Cancer Centre—A Qualitative Analysis
by Christina Gerlach, Laura Haas, Melanie Guenther, Kate Binnie, Jonah Lantelme, Julia Thiesbonenkamp-Maag, Bernd Alt-Epping and Cornelia Wrzus
Healthcare 2026, 14(13), 1876; https://doi.org/10.3390/healthcare14131876 - 26 Jun 2026
Viewed by 335
Abstract
Background: Virtual reality (VR) is a promising technology for the relief of physical and psychosocial burdens. We found that individualised VR videos were well tolerated and accepted and seemed to have a stronger effect on well-being and emotional connection than standardised VR in [...] Read more.
Background: Virtual reality (VR) is a promising technology for the relief of physical and psychosocial burdens. We found that individualised VR videos were well tolerated and accepted and seemed to have a stronger effect on well-being and emotional connection than standardised VR in cancer inpatients under palliative care. For implementation, it is important to actively involve patients, as their input helps to ensure that the VR intervention meets their needs, thus making it more likely to be accepted and effective in practice, while balancing the needs of healthcare professionals. Aim: Exploration of patients’ and healthcare professionals’ perspectives on best practice VR intervention implementation. Design: Workshop-based 360° focus group using a strengths–weaknesses–opportunities–threats (SWOT) model and deductive/inductive qualitative analysis with a ‘framework’ approach. Setting/participants: The focus group took place at the National Centre for Tumour Therapy of a German university hospital. Participants were a local doctor (1) and nurses (3) with VR experience, the cooperating patient advisory board of the study (2), and members of a regional self-help group (3). Results: Eighteen subthemes were identified in the SWOT model. While there was agreement on the ‘strength of distraction’ and ‘opportunities of individualised VR’, concerns remained regarding data protection when using private VR content. There was an argument about gatekeeping by relatives worried about mental distress in patients immersing in home or family VR scenes. In contrast, many ideas were discussed regarding how to overcome rejectionist staff attitudes. However, the high organisational time and staff deployment were addressed as major weaknesses. Conclusions: Involving patient stakeholders and healthcare professionals in the planning of the implementation strategy revealed several issues that require attention. In particular, information needs to be provided not only to patients but also to relatives and hospital staff, alongside ensuring data protection and adequate staffing. Trial registration: Registered at German Clinical Trials Register (Deutsches Register Klinischer Studien; DRKS); registration number: DRKS00032172; registration date: 11 July 2023. Full article
(This article belongs to the Special Issue Virtual Reality in Mental Health)
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12 pages, 1210 KB  
Article
The Efficacy of Local Versus Overseas Natural Environments in 360-Degree Virtual Reality Video for Improving Mental Wellness in Medical Students: A Retrospectively Registered Two-Arm Parallel Randomized Trial
by Muhammad Hizri bin Hatta, Farah Deena Abdul Samad, Siew Koon Chong and Suriati Mohamed Saini
Healthcare 2026, 14(8), 1087; https://doi.org/10.3390/healthcare14081087 - 20 Apr 2026
Viewed by 513
Abstract
Objective: This study aimed to compare the efficacy of immersive 360-degree Virtual Reality (VR) videos depicting local (Malaysian) versus overseas (Western European) natural environments on the mental health of medical students. The primary outcome was overall mental well-being (WHO-5), and the co-secondary outcomes [...] Read more.
Objective: This study aimed to compare the efficacy of immersive 360-degree Virtual Reality (VR) videos depicting local (Malaysian) versus overseas (Western European) natural environments on the mental health of medical students. The primary outcome was overall mental well-being (WHO-5), and the co-secondary outcomes were changes in anxiety, stress, and depression symptoms (DASS-21). Methods: A two-arm parallel randomized trial was conducted with 84 fourth-year and fifth-year medical students. Participants were randomized into two groups (n = 42 each) using a custom, gender-balancing minimization algorithm: Group 1 viewed local environments, and Group 2 viewed overseas environments. Each participant underwent two 15-min VR sessions spaced two weeks apart. Outcomes were measured at baseline (T0), after the first intervention (T1), and at the primary time point after the second intervention (T2). Data were analyzed using a repeated-measures ANOVA with Greenhouse–Geisser and Bonferroni corrections. Results: The VR intervention demonstrated a statistically significant improvement in well-being (p < 0.001, ηp2 = 0.380) and a significant reduction in anxiety (p < 0.001, ηp2 = 0.255) and stress (p < 0.001, ηp2 = 0.311) across all participants over time. No significant change was observed in depression scores (p = 0.122, ηp2 = 0.028). Notably, there were no statistically significant differences between the local and overseas groups for well-being (p = 0.399, ηp2 = 0.011), anxiety (p = 0.593, ηp2 = 0.005), stress (p = 0.945, ηp2 < 0.001), or depression (p = 0.546, ηp2 = 0.006). Conclusions: A two-session immersive VR nature intervention is effective for improving well-being and reducing anxiety and stress in medical students. The geographical familiarity of the environment did not significantly impact therapeutic effectiveness, suggesting that the restorative effects of virtual nature may generalize across different environmental and cultural contexts. Trial Registration: NCT07447310; retrospectively registered on 25 February 2026. Full article
(This article belongs to the Special Issue Virtual Reality in Mental Health)
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28 pages, 3089 KB  
Article
A Predictive and Adaptive Virtual Exposure Framework for Spider Fear: A Multimodal VR-Based Behavioral Intervention
by Heba G. Mohamed, Muhammad Nasir Khan, Muhammad Tahir, Najma Ismat, Asma Zaffar, Fawad Naseer and Shaukat Ali
Healthcare 2025, 13(20), 2617; https://doi.org/10.3390/healthcare13202617 - 17 Oct 2025
Cited by 1 | Viewed by 3122
Abstract
Background: Exposure therapy is an established intervention for treating specific phobias. This study evaluates a Virtual Exposure Therapist (VET), a virtual reality (VR)-based system enhanced with artificial intelligence (AI), designed to reduce spider fear symptoms. Methods: The VET system delivers three progressive exposure [...] Read more.
Background: Exposure therapy is an established intervention for treating specific phobias. This study evaluates a Virtual Exposure Therapist (VET), a virtual reality (VR)-based system enhanced with artificial intelligence (AI), designed to reduce spider fear symptoms. Methods: The VET system delivers three progressive exposure scenarios involving interactive 3D spider models and features an adaptive relaxation mode triggered when physiological stress exceeds preset thresholds. AI integration is rule-based, enabling real-time adjustments based on session duration, head movement (degrees/s), and average heart rate (bpm). Fifty-five participants (aged 18–35) with self-reported moderate to high fear of spiders completed seven sessions using the VET system. Participants were not clinically diagnosed, which limits the generalizability of findings to clinical populations. Ethical approval was obtained, and informed consent was secured. Behavioral responses were analyzed using AR(p)–GARCH (1,1) models to account for intra-session volatility in anxiety-related indicators. The presence of ARCH effects was confirmed through the Lagrange Multiplier test, validating the model choice. Results: Results demonstrated a 21.4% reduction in completion time and a 16.7% decrease in average heart rate across sessions. Head movement variability declined, indicating increased user composure. These changes suggest a trend toward reduced phobic response over repeated exposures. Conclusions: While findings support the potential of AI-assisted VR exposure therapy, they remain preliminary due to the non-clinical sample and absence of a control group. Findings indicate expected symptom improvement across sessions; additionally, within-session volatility metrics (persistence/half-life) provided incremental predictive information about later change beyond session means, with results replicated using simple volatility proxies. These process measures are offered as complements to standard analyses, not replacements. Full article
(This article belongs to the Special Issue Virtual Reality in Mental Health)
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20 pages, 791 KB  
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
Cited by 6 | Viewed by 1822
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 KB  
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
Cited by 12 | Viewed by 3487
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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