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75% of all Mental Health Illnesses start under the age of 18.
Clinical Evidence
Virtual Reality as a Clinical Tool in Mental Health Research and Practice
​"Sufficient evidence has accumulated to support the benefits of VR for a variety of assessment purposes in mental health. VR elicits similar psychological and physiological reactions to real-world environments, extends assessments beyond the lab or clinic, and enables more accurate, individualized evaluation and intervention."
Extended Reality for Mental Health Evaluation: Scoping Review
​"This review of 85 studies found that XR (VR, AR, MR) techniques lead to significant reductions in symptoms of anxiety and depression, with high patient satisfaction and large effect sizes. XR is effective for evaluating and treating mental disorders, often outperforming conventional approaches."
Effectiveness of Augmented and Virtual Reality-Based Interventions in Mental Health
"AR/VR interventions improve knowledge, attitudes, empathy, and reduce stigma regarding mental illness. Studies show consistent positive effects across diverse populations, including high school students and the general public."
Mental Health Among Elite Youth Athletes: A Narrative Overview​
"Elite youth athletes experience unique mental health challenges due to performance pressure, peer dynamics, and organizational culture. Social support and positive team environments are critical for psychological well-being and reducing burnout."
Artificial Intelligence in Positive Mental Health: A Narrative Review
"Aitechnologies—including behavioral AI—offer promising tools for mental health awareness, early detection, intervention, and ongoing support. AI can personalize mental health care, monitor well-being, and facilitate timely interventions."
Metaverse-Based Virtual Reality Sporting Experience and Endurance Performance: The Mediating Role of Mental Health and Performance Anxiety
"This study demonstrates that virtual reality sporting experiences in the metaverse can significantly enhance young athletes’ endurance performance by improving mental health and reducing performance anxiety. The research highlights that mental health has a greater impact on performance than anxiety alone, supporting the use of immersive VR tools to foster both well-being and athletic outcomes in youth sports."
Evidence
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