ArticleJMIR serious games2023
Time to Think "Meta": A Critical Viewpoint on the Risks and Benefits of Virtual Worlds for Mental Health.
Article in JMIR serious games, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 14 papers.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
14 citing papers in PubMed, 60 citations in OpenAlex.
- Situating problematic gaming and psychotic-like experiences in the adolescent landscape of affordances: A cohort study.Journal of behavioral addictions · 2026Article
- Immersive metaverse art as a psychological intervention for depression and anxiety: a narrative review and multilevel model integrating engagement, cultural identity, and neurocognitive mechanisms.Frontiers in psychology · 2026Review
- Article
- Understanding the game experiences and mental health of youth: protocol for the Game-in-Action Quebec cohort study.BMJ open · 2025Article
- The relationship between social network addiction, online gaming addiction, and suicide ideation: mediating and moderating role of loneliness.BMC psychology · 2025Article
- Metaverse for mental health disorders: Opportunities and challenges.World journal of clinical cases · 2025Article
- Initial Recommendations for Virtual Reality in Mental Health Care from the American Medical Extended Reality Association.Journal of medical extended reality · 2025Article
- Mental health in the virtual world: Are we ready for the metaverse era?World journal of methodology · 2024Article
- Media Use and Its Associations With Paranoia in Schizophrenia and Bipolar Disorder: Ecological Momentary Assessment.JMIR mental health · 2024Article
- Mental health in the virtual world: Challenges and opportunities in the metaverse era.World journal of clinical cases · 2024Review
- Being in Virtual Reality and Its Influence on Brain Health-An Overview of Benefits, Limitations and Prospects.Brain sciences · 2024Review
- Associations between digital media use and psychotic experiences in young adults of Quebec, Canada: a longitudinal study.Social psychiatry and psychiatric epidemiology · 2024Article
- Counseling Psychological Understanding and Considerations of the Metaverse: A Theoretical Review.Healthcare (Basel, Switzerland) · 2023Review
- Virtual emotions and Criminal Law.Frontiers in psychology · 2023Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
4 authors at 2 institutions in 2 countries.
Funding
No grant is acknowledged in the PubMed record.
Abstract
The metaverse is gaining traction in the general population and has become a priority of the technological industry. Defined as persistent virtual worlds that exist in virtual or augmented reality, the metaverse proposes to afford a range of activities of daily life, from socializing and relaxing to gaming, shopping, and working. Because of its scope, its projected popularity, and its immersivity, the metaverse may pose unique opportunities and risks for mental health. In this viewpoint article, we integrate existing evidence on the mental health impacts of video games, social media, and virtual reality to anticipate how the metaverse could influence mental health. We outline 2 categories of mechanisms related to mental health: experiences or behaviors afforded by the metaverse and experiences or behaviors displaced by it. The metaverse may benefit mental health by affording control (over an avatar and its virtual environment), cognitive activation, physical activity, social connections, and a sense of autonomy and competence. However, repetitive rewarding experiences may lead to addiction-like behaviors, and high engagement in virtual worlds may facilitate and perpetuate the avoidance of challenges in the offline environment. Further, time spent in virtual worlds may displace (reduce) other determinants of mental health, such as sleep rhythms and offline social capital. Importantly, individuals will differ in their uses of and psychological responses to the metaverse, resulting in heterogeneous impacts on their mental health. Their technological motivations, developmental stage, sociodemographic context, and prior mental health problems are some of the factors that may modify and frame the positive and negative effects of the metaverse on their mental health. In conclusion, as the metaverse is being scaffolded by the industry and by its users, there is a window of opportunity for researchers, clinicians, and people with lived experience to coproduce knowledge on its possible impacts on mental health and illness, with the hope of influencing policy-making, technological development, and counseling of patients.
Indexed as
Identifiers
What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.