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Updated: Jan 9, 2026

Virtual Reality Experiments with Physiological Measures
Published on: August 29, 2018
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.
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.
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.
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