top of page
75% of all Mental Health Illnesses start under the age of 18.
Clinical Evidence
The potential of VR to support adolescent mental wellbeing in schools
Hugh-Jones, S., Ulor, M., Nugent, T., Walshe, S., & Kirk, M. (2023). The potential of virtual reality to support adolescent mental well-being in schools: A UK co-design and proof-of-concept study. Mental Health & Prevention, 30, 200265.
Virtual reality to support adolescent mental well-being in schools: A UK co-design and proof-of-concept study. Mental Health & Prevention, 30, 200265.
A meta-analysis showing a significant effect of digital technology interventions for improving mental health.
Chen, T., Ou, J., Li, G., & Luo, H. (2024). Promoting mental health in children and adolescents through digital technology: a systematic review and meta-analysis. Frontiers in Psychology, 15, 1356554.
The systematic review comprised 11 studies of how virtual reality has been used for the treatment of mental health conditions in adolescents, with promise being shown for the use of VRE assessments and interventions for childhood mental health problems:
Blanco, D., Roberts, R. M., Gannoni, A., & Cook, S. (2023). Assessment and treatment of mental health conditions in children and adolescents: A systematic scoping review of how virtual reality environments have been used. Clinical Child Psychology and Psychiatry, 13591045231204082.
A feasibility study involving a prototype of a VR game co-designed by both adolescents with ASD and therapists demonstrated that the game enhanced their social skills from baseline to post-training.
Gabrielli, S., Cristofolini, M., Dianti, M., Alvari, G., Vallefuoco, E., Bentenuto, A., ... & Salvadori, E. (2023). Co-Design of a Virtual Reality Multiplayer Adventure Game for Adolescents With Autism Spectrum Disorder: Mixed Methods Study. JMIR Serious Games, 11(1), e51719.
Evidence
bottom of page