ArticleFrontiers in virtual reality2022
Exploring the Effect of a Nature-based Virtual Reality Environment on Stress in Adolescents.
Article in Frontiers in virtual reality, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 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
6 citing papers in PubMed.
- Virtual reality therapy for adolescent depression: a prospective observational study.BMC psychiatry · 2025Observational
- Finding Peace in Pixels: Exploring the Therapeutic Mechanisms of Virtual Nature for Young Adults' Mental Well-Being.Healthcare (Basel, Switzerland) · 2025Article
- A Preliminary Study on the Effect of an Intervention Based on Green Exercise on Mental Health and Physical Fitness of Adolescents.Healthcare (Basel, Switzerland) · 2025Article
- Using Virtual Reality to Reduce Stress in Adolescents: Mixed Methods Usability Study.JMIR XR and spatial computing · 2024Article
- Adolescents' perceptions and user experiences with a virtual reality-based alcohol prevention tool in Germany: A focus group study.Frontiers in public health · 2023Article
- 'This Is What the Colour Green Smells Like!': Urban Forest Bathing Improved Adolescent Nature Connection and Wellbeing.International journal of environmental research and public health · 2022Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
6 authors.
Funding
Abstract
Adolescent mental health is a growing public health issue, with 30% of teens reporting increased stress and 20% of adolescents suffering from depression. Given the scarcity and lack of scalability of mental health services available, the use of self-administered, evidence-based technologies to support adolescent mental health is both timely and imperative. We conducted a mixed-methods pilot study with 31 adolescents ages 14-19 (m = 17.97) to explore the self-administration of a nature-based virtual reality tool. Participant use of the VR environment ranged from 1 to 10 sessions (m = 6.6) at home over a 2-week period while reporting their daily stress and mood levels. All participants completed all of the study protocols, indicating our protocol was feasible and the VR environment engaging. Post-study interviews indicated that most participants found the VR tool to be relaxing and helpful with stress. The themes of Calm Down, Relaxation, and Escape emerged to articulate the participants' experiences using the VR environment. Additionally, participants provided rich data regarding their preferences and activity in the VR environment as well as its effect on their emotional states. Although the sample size was insufficient to determine the impact on depression, we found a significant reduction in momentary stress as a result of using the VR tool. These preliminary data inform our own virtual reality environment design, but also provide evidence of the potential for self-administered virtual reality as a promising tool to support adolescent mental health.
Indexed as
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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.