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Related Concept Videos

Psychological Responses to Stress01:20

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Psychological responses to stress encompass the various cognitive and emotional reactions individuals experience when faced with challenging or threatening situations, such as a job loss. Prolonged exposure to stressors can disturb emotional balance, increasing negative emotions (e.g., anxiety and sadness) and diminishing positive emotions (e.g., joy and satisfaction). These persistent emotional shifts are associated with an increased risk of both physical illness and mental health issues, such...
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Using Virtual Reality to Reduce Stress in Adolescents: Mixed Methods Usability Study.

Elin A Björling1, Jennifer Sonney2, Himanshu Zade1

  • 1Human Centered Design and Engineering University of Washington Seattle, WA United States.

JMIR XR and Spatial Computing
|December 4, 2025
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Summary
This summary is machine-generated.

This study found that a nature-based virtual reality (VR) environment effectively reduced momentary stress and improved mood in adolescents. The self-administered VR tool shows promise for supporting teen mental health, though further research into engagement is needed.

Keywords:
adolescentsdepressionparticipatory designperceived stressvirtual reality

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Area of Science:

  • Digital Health
  • Virtual Reality Applications
  • Adolescent Psychology

Background:

  • Adolescent mental health is a critical concern, with rising rates of anxiety and depression.
  • There is a pressing need for scalable mental health solutions for teenagers.
  • Self-administered, evidence-based technologies offer a timely approach to support adolescent well-being.

Purpose of the Study:

  • To assess the feasibility, usability, and engagement of a participatory-designed, nature-based virtual reality (VR) environment.
  • To evaluate the preliminary impact of the self-administered VR intervention on depression, mindfulness, perceived stress, and momentary stress and mood in adolescents.

Main Methods:

  • A 3-week, in-home study involving 44 adolescents using a nature-based VR environment with 6 evidence-based activities.
  • Participants completed pre- and post-intervention surveys on stress, depression, mindfulness, and usability.
  • Momentary stress and mood were tracked 5 times daily and before/after VR sessions.

Main Results:

  • The VR intervention was feasible and engaging, with high usability ratings.
  • Participants reported the VR tool was easy to administer, relaxing, and helpful for stress management.
  • The VR environment significantly improved momentary mood and reduced momentary stress, with stress reduction increasing with VR use.

Conclusions:

  • Self-administered VR shows potential as an effective intervention for reducing adolescent stress.
  • Further research should explore barriers to VR use and incorporate participatory design for future mental health interventions.
  • The findings inform VR environment design and support its role in adolescent mental healthcare.