Evidence map›Paper›PMID 41341874›Full record

ArticleJMIR XR and spatial computing2024

Using Virtual Reality to Reduce Stress in Adolescents: Mixed Methods Usability Study.

Elin A Björling, Jennifer Sonney, Himanshu Zade, Sofia Rodriguez, Michael D Pullmann, Soo Hyun Moon

Abstract read
In one paragraph

Article in JMIR XR and spatial computing, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 2 papers.

0numbers the graph read from it
0cells of the map it votes in
2citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

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.

2 · The registry

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.

3 · Its place in the literature

Who cites it

2 citing papers in PubMed.

  1. Article
  2. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

6 authors.

Elin A BjörlingHuman Centered Design and Engineering University of Washington Seattle, WA United States.ORCID https://orcid.org/0000-0002-0385-2562
Jennifer SonneyChild, Family, and Population Health Nursing University of Washington Seattle, WA United States.ORCID https://orcid.org/0000-0002-0766-2918
Himanshu ZadeHuman Centered Design and Engineering University of Washington Seattle, WA United States.ORCID https://orcid.org/0000-0003-1755-7780
Sofia RodriguezHuman Centered Design and Engineering University of Washington Seattle, WA United States.ORCID https://orcid.org/0000-0001-7812-0465
Michael D PullmannPsychiatry & Behavioral Sciences University of Washington Seattle, WA United States.ORCID https://orcid.org/0000-0001-8404-864X
Soo Hyun MoonHuman Centered Design and Engineering University of Washington Seattle, WA United States.ORCID https://orcid.org/0000-0002-4814-5335

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Adolescent mental health is a national mental health emergency amid surging rates of anxiety and depression. Given the scarcity and lack of scalable mental health services, the use of self-administered, evidence-based technologies to support adolescent mental health is both timely and imperative. Objective: The goal of this study was 2-fold: (1) to determine the feasibility, usability, and engagement of a participatory designed, nature-based virtual reality (VR) environment and (2) to determine the preliminary outcomes of our self-administered VR environment on depression, mindfulness, perceived stress, and momentary stress and mood. Methods: We conducted a within-person, 3-week, in-home study with a community-based sample of 44 adolescents. Participants completed surveys of perceived stress, depression, cognitive fusion, and mindfulness at intake, postintervention, and a 3-week follow-up. Participants were invited to use a nature-based, VR environment that included 6 evidence-based activities 3 to 5 times per week. They completed momentary stress and mood surveys 5 times each day and before and after each VR session. Postintervention, participants completed surveys on system and intervention usability and their experiences with using the VR system. Quantitative data were analyzed using descriptive statistics and mixed effects modeling to explore the effect of the VR environment on stress. Qualitative data were analyzed using collaborative thematic analysis. Results: Participants' use of the VR environment ranged from 1 session to 24 sessions (mean 6.27 sessions) at home over a 3-week period. The 44 participants completed all study protocols, indicating our protocol was feasible and the VR environment was engaging for most. Both the use of the VR system and novel VR intervention received strong usability ratings (mean 74.87 on the System Usability Scale). Most teens indicated that they found the tool to be easily administered, relaxing, and helpful with stress. For some, it offered space to process difficult emotions. The themes Conclusions: These preliminary data inform our own VR environment design but also provide evidence of the potential for self-administered VR as a promising tool to support adolescent mental health. Self-administered VR for mental health may be an effective intervention for reducing adolescent stress. However, understanding barriers (including disengagement) to using VR, as well as further encouraging participatory design with teens, may be imperative to the success of future mental health interventions.

Indexed as

adolescentsdepressionparticipatory designperceived stressvirtual reality

Identifiers

PMID41341874
PMCPMC12671315

What OpenQuestion holds

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LicenceCC BY
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Registered trials

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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.