Psychiatry Investig.  2024 Apr;21(4):380-386. 10.30773/pi.2023.0286.

Subjective Experience on Virtual Reality-Assisted Mental Health Promotion Program

Affiliations
  • 1Department of Psychiatry, Pusan National University Hospital, Busan, Republic of Korea
  • 2Biomedical Research Institute, Pusan National University Hospital, Busan, Republic of Korea
  • 3Department of Psychology, Gyeoungsang National University, Jinju, Republic of Korea
  • 4Department of Psychiatry, Pusan National University School of Medicine, Yangsan, Republic of Korea
  • 5Health Convergence Medicine Laboratory, Pusan National University Hospital, Busan, Republic of Korea
  • 6Department of Rehabilitation Medicine, School of Medicine, Pusan National University Hospital, Busan, Republic of Korea
  • 7SY Inotech, Busan, Republic of Korea

Abstract


Objective
Mental health promotion programs using virtual reality (VR) technology have been developed in various forms. This study aimed to investigate the subjective experience of a VR-assisted mental health promotion program for the community population, which was provided in the form of VR experience on a bus to increase accessibility.
Methods
Ninety-six people participated in this study. The relationship between the subjective experience and mental health states such as depression, anxiety, perceived stress, and quality of life was explored. The subjective experience on depression and stress before and after VR program treatment was compared using the Wilcoxon signed-rank test. The satisfaction with the VR-assisted mental health promotion program was examined after using the VR program.
Results
The VR-assisted mental health promotion program on a bus significantly improved subjective symptoms such as depression (p=0.036) and perceived stress (p=0.010) among all the participants. Among the high-risk group, this VR program significantly relieved subjective depressive feeling score (p=0.033), and subjective stressful feeling score (p=0.035). In contrast, there were no significant changes in subjective depressive feelings (p=0.182) and subjective stressful feelings (p=0.058) among the healthy group. Seventy-two percent of the participants reported a high level of satisfaction, scoring 80 points or more.
Conclusion
The findings of this study suggest that the VR-assisted mental health promotion program may effectively improve the subjective depressive and stressful feelings. The use of VR programs on buses to increase of accessibility for the community could be a useful approach for promoting mental health among the population.

Keyword

Mental health; Health promotion; Depression; Anxiety; Virtual reality
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