Head-mounted virtual reality and mental health: critical review of current research
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Abstract
BACKGROUND: eHealth interventions are becoming increasingly used in public health, with virtual reality (VR) being one of the most exciting recent developments. VR consists of a three-dimensional, computer-generated environment viewed through a head-mounted display. This medium has provided new possibilities to adapt problematic behaviors that affect mental health. VR is no longer unaffordable for individuals, and with mobile phone technology being able to track movements and project images through mobile head-mounted devices, VR is now a mobile tool that can be used at work, home, or on the move. OBJECTIVE: In line with recent advances in technology, in this review, we aimed to critically assess the current state of research surrounding mental health. METHODS: We compiled a table of 82 studies that made use of head-mounted devices in their interventions. RESULTS: Our review demonstrated that VR is effective in provoking realistic reactions to feared stimuli, particularly for anxiety; moreover, it proved that the immersive nature of VR is an ideal fit for the management of pain. However, the lack of studies surrounding depression and stress highlight the literature gaps that still exist. CONCLUSIONS: Virtual environments that promote positive stimuli combined with health knowledge could prove to be a valuable tool for public health and mental health. The current state of research highlights the importance of the nature and content of VR interventions for improved mental health. While future research should look to incorporate more mobile forms of VR, a more rigorous reporting of VR and computer hardware and software may help us understand the relationship (if any) between increased specifications and the efficacy of treatment.
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The evidence for VR's use in depression is less conclusive than for anxiety disorders.
“However, while there is a growing body of research on VR's effectiveness in anxiety disorders, the evidence for its use in depression is less conclusive, and further investigation is needed to bridge this gap (16, 18, 19).”
From A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression (2023) · cites this paper as [18]
In the context of anxiety, VR has demonstrated the ability to elicit realistic responses to feared stimuli, facilitating exposure-based therapies.
“In the context of anxiety, VR has demonstrated the ability to elicit realistic responses to feared stimuli, facilitating exposure-based therapies (18).”
From A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression (2023) · cites this paper as [18]
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4 th Symposium on Computing and Mental Health
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- Authors
- Jerdan, S. W., Grindle, M., van Woerden, H. C., & Kamel Boulos, M. N.
- Affiliations
- University of the Highlands and Islands (GB)
- Corresponding author
- Jerdan, Shaun W
- Venue
- JMIR Serious Games
- Publisher
- JMIR Publications Inc.
- Published
- 2018-07-06
- Volume
- 6
- Issue
- 3
- Pages
- e14
- ISSN
- 2291-9279 (ISSN-L)
- PMC
- PMC6054705
- OpenAlex
- W2850421964
- Cited by
- 187
- References
- 79
- Citations by year
- 2026: 10 · 2025: 24 · 2024: 21 · 2023: 24 · 2022: 31 · 2021: 39 · 2020: 25 · 2019: 10 · 2018: 3
- FWCI
- 2.40
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- cc-by
- Locations
- JMIR Serious Games (publishedVersion, cc-by)
- Europe PMC (PubMed Central) (publishedVersion, cc-by)
- PubMed Central (publishedVersion, cc-by)
- PubMed (publishedVersion)
- ORCA Online Research @Cardiff (Cardiff University) (acceptedVersion)
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
- Health Sciences › Medicine › Rehabilitation › Stroke Rehabilitation and Recovery
- Keywords
- virtual reality, head-mounted displays, mental health, digital health interventions, anxiety, pain management, depression, stress, mobile virtual reality, immersive environments, treatment efficacy
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