Virtual Reality Environment for Teens may Offer an Accessible, Affordable Way to Reduce Stress

Social media. The climate crisis. Political polarization. The tumult of a pandemic and online learning. Teens today are dealing with unprecedented stressors, and over the past decade their mental health has been in sustained decline. Levels of anxiety and depression rose after the onset of the COVID-19 pandemic. Compounding the problem is a shortage of mental health providers - for every 100,000 children in the U.S., there are only 14 child and adolescent psychiatrists.

In response to this crisis, University of Washington researchers studied whether virtual reality might help reduce stress for teens and boost mental health. Working with adolescents, the team designed a snowy virtual world with six activities - such as stacking rocks and painting - based on practices shown to improve mental health.

In a 3-week study of 44 Seattle teens, researchers found that teens used the technology an average of twice a week without being prompted and reported lower stress levels and improved mood while using it, though their levels of anxiety and depression didn't decline overall.

The researchers published their findings April 22 in the journal JMIR XR and Spatial Computing. The system is not publicly available.

"We know what works to help support teens, but a lot of these techniques are inaccessible because they’re locked into counseling, which can be expensive, or the counselors just aren't available," said lead author Elin Björling, a UW senior research scientist in the human centered design and engineering department. "So we tried to take some of these evidence-based practices, but put them in a much more engaging environment, like VR, so the teens might want to do them on their own."

The world of Relaxation Environment for Stress in Teens, or RESeT, came from conversations the researchers had with groups of teens over two years at Seattle Public Library sites. From these discussions, the team built RESeT as an open winter world with a forest that users could explore by swinging their arms (a behavior known to boost mood) to move their avatar. A signpost with six arrows on it sent users to different activities, each based on methods shown to improve mental health, such as dialectical behavior therapy and mindfulness-based stress reduction.

In one exercise, "Riverboat," users put negative words in paper boats and send them down a river. Another, "Rabbit Hole," has players stand by a stump; the longer they’re still, the more rabbits appear.

"In the co-design process, we learned some teens were really afraid of squirrels, which I wouldn’t have thought of," Björling said. "So we removed all the squirrels. I still have a Post-It in my office that says 'delete squirrels.' But all ages and genders loved rabbits, so we designed Rabbit Hole, where the reward for being calm and paying attention is a lot of rabbits surrounding you."

To test the potential effects of RESeT on teens' mental health, the team enrolled 44 teens between ages 14 and 18 in the study. Each teen was given a Meta Quest 2 headset and asked to use RESeT three to five times a week. Because the researchers were trying to see if teens would use RESeT regularly on their own, they did not give prompts or incentives to use the headsets after the start of the study. Teens were asked to complete surveys gauging their stress and mood before and after each session.

On average, the teens used RESeT twice a week for 11.5 minutes at a time. Overall, they reported feeling significantly less stressed while using RESeT, and also reported smaller improvements in mood. They said they liked using the headset in general. However, the study found no significant effects on anxiety and depression.

"Reduced stress and improved mood are our key findings and exactly what we hoped for," said co-author Jennifer Sonney, an associate professor in the UW School of Nursing who works with children and families. "We didn't have a big enough participant group or a design to study long-term health impacts, but we have promising signals that teens liked using RESeT and could administer it themselves, so we absolutely want to move the project forward."

The researchers aim to conduct a larger, longer-term study with a control group to see if a VR system could impart lasting effects on mood and stress. They're also interested in incorporating artificial intelligence to personalize the VR experience and in exploring offering VR headsets in schools or libraries to improve community access.

Björling EA, Sonney J, Zade H, Rodriguez S, Pullmann MD, Moon SH.
Using Virtual Reality to Reduce Stress in Adolescents: Mixed Methods Usability Study.
JMIR XR and Spatial Computing (JMXR). 2024 Apr 22;1(1):e49171.

Most Popular Now

Accelerating NHS Digital Maturity: Paper…

Digitised clinical noting at South Tees Hospitals NHS Foundation Trust is creating efficiencies for busy doctors and nurses. The trust’s CCIO Dr Andrew Adair, deputy CCIO Dr John Greenaway, and...

AI Tool Helps Predict Who will Benefit f…

A study led by UCLA investigators shows that artificial intelligence (AI) could play a key role in improving treatment outcomes for men with prostate cancer by helping physicians determine who...

New Study Shows Promise for Gamified mHe…

A new study published in Multiple Sclerosis and Related Disorders highlights the potential of More Stamina, a gamified mobile health (mHealth) app designed to help people with Multiple Sclerosis (MS)...

AI in Healthcare: How do We Get from Hyp…

The Highland Marketing advisory board met to consider the government's enthusiasm for AI. To date, healthcare has mostly experimented with decision support tools, and their impact on the NHS and...

Research Shows AI Technology Improves Pa…

Existing research indicates that the accuracy of a Parkinson's disease diagnosis hovers between 55% and 78% in the first five years of assessment. That's partly because Parkinson's sibling movement disorders...

New AI Tool Accelerates Disease Treatmen…

University of Virginia School of Medicine scientists have created a computational tool to accelerate the development of new disease treatments. The tool goes beyond current artificial intelligence (AI) approaches by...

DMEA sparks: The Future of Digital Healt…

8 - 10 April 2025, Berlin, Germany. Digitalization is considered one of the key strategies for addressing the shortage of skilled workers - but the digital health sector also needs qualified...

First Therapy Chatbot Trial Shows AI can…

Dartmouth researchers conducted the first clinical trial of a therapy chatbot powered by generative AI and found that the software resulted in significant improvements in participants' symptoms, according to results...

Who's to Blame When AI Makes a Medi…

Assistive artificial intelligence technologies hold significant promise for transforming health care by aiding physicians in diagnosing, managing, and treating patients. However, the current trend of assistive AI implementation could actually...

DeepSeek: The "Watson" to Doct…

DeepSeek is an artificial intelligence (AI) platform built on deep learning and natural language processing (NLP) technologies. Its core products include the DeepSeek-R1 and DeepSeek-V3 models. Leveraging an efficient Mixture...

Stepping Hill Hospital Announced as SPAR…

Stepping Hill Hospital, part of Stockport NHS Foundation Trust, has replaced its bedside units with state-of-the art devices running a full range of information, engagement, communications and productivity apps, to...

DMEA 2025: Digital Health Worldwide in B…

8 - 10 April 2025, Berlin, Germany. From the AI Act, to the potential of the European Health Data Space, to the power of patient data in Scandinavia - DMEA 2025...