Cited by 262Virtual Reality Applications and ImpactsDigital Mental Health InterventionsImpact of Technology on Adolescents

Future of Mental Health in the Metaverse

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Usmani, Sadia Suhail, Sharath, Medha, Mehendale, Meghana·2022·General Psychiatry

Abstract

The metaverse and non-fungible tokens (NFTs) were some of the hottest tech terms in 2021, according to a Google Trends search. Our review aims to describe the metaverse and NFTs in the context of their potential application in the treatment of mental health disorders. Advancements in technology have been changing human lives at an ever-increasing pace. Metaverse, also known as the three-dimensional (3D) internet, is the convergence of virtual reality (VR) and physical reality in a digital space. It could potentially change the internet as we know it, with NFTs as the key building blocks in the new expansive virtual ecosystem. This immersive 3D virtual world boasts the features of the real world with the added ability to change the surrounding environment according to individual needs and requirements. VR, augmented reality (AR) and mixed reality (MR) have been employed as tools in the treatment of various mental health disorders for the past decade. Studies have reported positive results on their effectiveness in the diagnosis and treatment of mental health disorders. VR/AR/MR have been hailed as a solution to the acute shortage of mental health professionals and the lack of access to mental healthcare. But, on the flip side, young adults tend to spend a significant amount of time playing 3D immersive games and using social media, which can lead to insecurity, anxiety, depression, and behavioural addiction. Additionally, endless scrolling through social media platforms negatively affects individuals' attention span as well as aggravating the symptoms of adolescents with attention deficit hyperactivity disorder. We aimed to explore the ramifications of expanding applications of the metaverse on mental health. So far, no other review has explored the future of mental health in the context of the metaverse.

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Crossref · 10.1136/gpsych-2022-100825

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  • Although consumer iVR technology is widely available and affordable, the pressing absence of freely available VRET platforms persists.

    “Although consumer iVR technology is widely available and affordable, the pressing absence of freely available VRET platforms persists [54,55,56,57,58,59,60,61,62,63,64].”

    From SAFEvR MentalVeRse.app: Development of a Free Immersive Virtual Reality Exposure Therapy for Acrophobia and Claustrophobia (2024) · cites this paper as [57]

    The section on projected negative impacts says cost and other constraints will limit access to VR devices, but does not assess whether consumer immersive VR is widely available or affordable. The sections on VR applications and their limitations discuss exposure therapy without addressing the availability of free VRET platforms; searches for those terms found no supporting passage. (LLM, conf=0.75)

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Authors
Usmani, S. S., Sharath, M., & Mehendale, M.
Affiliations
  • Dow University of Health Sciences (PK)
  • Bangalore Medical College and Research Institute (IN)
  • Smolensk State Medical University (RU)
Corresponding author
Usmani, Sadia Suhail
Venue
General Psychiatry
Publisher
Wiley
Published
2022-07-22
Volume
35
Issue
4
Pages
e100825-e100825
ISSN
  • 2096-5923 (ISSN-L)
  • 2517-729X
OpenAlex
W4286697722
Cited by
262
References
35
Citations by year
2026: 28 · 2025: 62 · 2024: 88 · 2023: 74 · 2022: 10
FWCI
6.05
Type
journal article
Language
en
Open access
Locations
  • General Psychiatry (publishedVersion, cc-by-nc)
  • PubMed Central (publishedVersion, cc-by-nc)
  • PubMed (publishedVersion)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
Topics
  • Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
  • Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
  • Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
Keywords
metaverse, non-fungible tokens, virtual reality, augmented reality, mixed reality, mental illness, psychotherapy, access to mental health care, social media use, behavioral addiction, attention deficit hyperactivity disorder, adolescents

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