Cited by 187Virtual Reality Applications and ImpactsDigital Mental Health InterventionsStroke Rehabilitation and Recovery

Head-mounted virtual reality and mental health: critical review of current research

Open access
Jerdan, Shaun W, Grindle, Mark, van Woerden, Hugo C, Kamel Boulos, Maged N·2018·JMIR Serious Games

Published version of a preprint

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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Research works printed but not linked: 2

  1. [15]Glasby J Tew J Mental Health Policy and Practice (Interagency Working in Health and Social Care) 2018 - Palgrave Macmillan
  2. [79]Johnson L Nield D TechRadar Oculus Go review https://www.techradar.com/reviews/oculus-go

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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
Published
2018-07-06
Volume
6
Issue
3
Pages
e14
ISSN
2291-9279 (ISSN-L)
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
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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