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<front>
<journal-meta>
<journal-id journal-id-type="publisher-id">Front. Virtual Real.</journal-id>
<journal-title>Frontiers in Virtual Reality</journal-title>
<abbrev-journal-title abbrev-type="pubmed">Front. Virtual Real.</abbrev-journal-title>
<issn pub-type="epub">2673-4192</issn>
<publisher>
<publisher-name>Frontiers Media S.A.</publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id pub-id-type="publisher-id">838036</article-id>
<article-id pub-id-type="doi">10.3389/frvir.2022.838036</article-id>
<article-categories>
<subj-group subj-group-type="heading">
<subject>Virtual Reality</subject>
<subj-group>
<subject>Editorial</subject>
</subj-group>
</subj-group>
</article-categories>
<title-group>
<article-title>Editorial: Virtual Reality and Mental Health: Opportunities to Advance Research and Practice</article-title>
<alt-title alt-title-type="left-running-head">Baghaei et&#x20;al.</alt-title>
<alt-title alt-title-type="right-running-head">Editorial: Virtual Reality and Mental Health</alt-title>
</title-group>
<contrib-group>
<contrib contrib-type="author" corresp="yes">
<name>
<surname>Baghaei</surname>
<given-names>Nilufar</given-names>
</name>
<xref ref-type="aff" rid="aff1">
<sup>1</sup>
</xref>
<xref ref-type="aff" rid="aff2">
<sup>2</sup>
</xref>
<xref ref-type="corresp" rid="c001">&#x2a;</xref>
<uri xlink:href="https://loop.frontiersin.org/people/580215/overview"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname>Liang</surname>
<given-names>Hai-Ning</given-names>
</name>
<xref ref-type="aff" rid="aff3">
<sup>3</sup>
</xref>
<uri xlink:href="https://loop.frontiersin.org/people/582502/overview"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname>Billinghurst</surname>
<given-names>Mark</given-names>
</name>
<xref ref-type="aff" rid="aff4">
<sup>4</sup>
</xref>
<xref ref-type="aff" rid="aff5">
<sup>5</sup>
</xref>
</contrib>
<contrib contrib-type="author">
<name>
<surname>Naslund</surname>
<given-names>John</given-names>
</name>
<xref ref-type="aff" rid="aff6">
<sup>6</sup>
</xref>
<uri xlink:href="https://loop.frontiersin.org/people/597808/overview"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname>Oyekoya</surname>
<given-names>Oyewole</given-names>
</name>
<xref ref-type="aff" rid="aff7">
<sup>7</sup>
</xref>
</contrib>
</contrib-group>
<aff id="aff1">
<sup>1</sup>
<institution>Massey University</institution>, <addr-line>Auckland</addr-line>, <country>New&#x20;Zealand</country>
</aff>
<aff id="aff2">
<sup>2</sup>
<institution>The University of Queensland</institution>, <addr-line>Brisbane</addr-line>, <addr-line>QLD</addr-line>, <country>Australia</country>
</aff>
<aff id="aff3">
<sup>3</sup>
<institution>Xi&#x2019;an Jiaotong-Liverpool University</institution>, <addr-line>Suzhou</addr-line>, <country>China</country>
</aff>
<aff id="aff4">
<sup>4</sup>
<institution>University of South Australia</institution>, <addr-line>Adelaide</addr-line>, <addr-line>SA</addr-line>, <country>Australia</country>
</aff>
<aff id="aff5">
<sup>5</sup>
<institution>Auckland Bioengineering Institute</institution>, <institution>The University of Auckland</institution>, <addr-line>Auckland</addr-line>, <country>New&#x20;Zealand</country>
</aff>
<aff id="aff6">
<sup>6</sup>
<institution>Harvard Medical School</institution>, <addr-line>Boston</addr-line>, <addr-line>MA</addr-line>, <country>United&#x20;States</country>
</aff>
<aff id="aff7">
<sup>7</sup>
<institution>Hunter College (CUNY)</institution>, <addr-line>New York</addr-line>, <addr-line>NY</addr-line>, <country>United&#x20;States</country>
</aff>
<author-notes>
<fn fn-type="edited-by">
<p>
<bold>Edited and reviewed by:</bold> <ext-link ext-link-type="uri" xlink:href="https://loop.frontiersin.org/people/1702/overview">Albert Rizzo</ext-link>, University of Southern California, United&#x20;States</p>
</fn>
<corresp id="c001">&#x2a;Correspondence: Nilufar Baghaei, <email>N.Baghaei@massey.ac.nz</email>
</corresp>
<fn fn-type="other">
<p>This article was submitted to Virtual Reality in Medicine, a section of the journal Frontiers in Virtual Reality</p>
</fn>
</author-notes>
<pub-date pub-type="epub">
<day>03</day>
<month>02</month>
<year>2022</year>
</pub-date>
<pub-date pub-type="collection">
<year>2022</year>
</pub-date>
<volume>3</volume>
<elocation-id>838036</elocation-id>
<history>
<date date-type="received">
<day>17</day>
<month>12</month>
<year>2021</year>
</date>
<date date-type="accepted">
<day>03</day>
<month>01</month>
<year>2022</year>
</date>
</history>
<permissions>
<copyright-statement>Copyright &#xa9; 2022 Baghaei, Liang, Billinghurst, Naslund and Oyekoya.</copyright-statement>
<copyright-year>2022</copyright-year>
<copyright-holder>Baghaei, Liang, Billinghurst, Naslund and Oyekoya</copyright-holder>
<license xlink:href="http://creativecommons.org/licenses/by/4.0/">
<p>This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these&#x20;terms.</p>
</license>
</permissions>
<related-article id="RA1" related-article-type="commentary-article" journal-id="Front. Virtual Real." xlink:href="https://www.frontiersin.org/researchtopic/14974" ext-link-type="uri">Editorial on the Research Topic <article-title>Virtual Reality and Mental Health: Opportunities to Advance Research and Practice</article-title>
</related-article>
<kwd-group>
<kwd>mental health</kwd>
<kwd>virtual reality</kwd>
<kwd>virtual reality therapy</kwd>
<kwd>extended reality</kwd>
<kwd>design</kwd>
<kwd>evaluation</kwd>
</kwd-group>
</article-meta>
</front>
<body>
<p>The World Health Organization predicts that by the year 2030, mental health conditions will be the leading burden of disease globally (<xref ref-type="bibr" rid="B5">World Health Organization, 2021</xref>). Mental health services around the world are struggling to meet the needs of users and fail to reach the majority of those in need. Preventative and early intervention, support and education can have significant positive impact on a person&#x2019;s prognosis (<xref ref-type="bibr" rid="B4">Health.vic, 2021</xref>). Technology offers new opportunities for reaching individuals who might not otherwise seek help due to difficulties in physically visiting health care professionals or fear of being stigmatised (<xref ref-type="bibr" rid="B2">Baghaei et&#x20;al., 2020</xref>).</p>
<p>There has recently been a growing interest in using Virtual Reality (VR) technologies for enhancing people&#x2019;s mental health (<xref ref-type="bibr" rid="B3">Baghaei et&#x20;al., 2021a</xref>; <xref ref-type="bibr" rid="B6">Xu et&#x20;al., 2021</xref>). Advances in VR have created opportunities for collaboration between technology and health researchers, and practitioners to design, develop and evaluate tools to train and support healthcare providers, connect users with healthcare providers, provide access to affordable self-assessment, and to provide treatment or preventative strategies (<xref ref-type="bibr" rid="B1">Baghaei et&#x20;al., 2021b</xref>). In this special issue, &#x201c;<italic>Virtual Reality and Mental Health: Opportunities to Advance Research and Practice</italic>&#x201d; (<ext-link ext-link-type="uri" xlink:href="https://www.frontiersin.org/research-topics/14974/virtual-reality-and-mental-health-opportunities-to-advance-research-and-practice">https://www.frontiersin.org/research-topics/14974/virtual-reality-and-mental-health-opportunities-to-advance-research-and-practice</ext-link>), we bring together a collection of seven interesting research papers from diverse regions, including Germany (<ext-link ext-link-type="uri" xlink:href="https://www.frontiersin.org/articles/10.3389/frvir.2020.598282/full">Rockstroh et&#x20;al.</ext-link>; <ext-link ext-link-type="uri" xlink:href="https://www.frontiersin.org/articles/10.3389/frvir.2021.644683/full">D&#xf6;llinger et&#x20;al.</ext-link>; <ext-link ext-link-type="uri" xlink:href="https://www.frontiersin.org/articles/10.3389/frvir.2021.658509/full">Unruh et&#x20;al.</ext-link>), the United&#x20;Kingdom (<ext-link ext-link-type="uri" xlink:href="https://www.frontiersin.org/articles/10.3389/frvir.2020.609545/full">Dilgul et&#x20;al.</ext-link>), Ireland (<ext-link ext-link-type="uri" xlink:href="https://www.frontiersin.org/articles/10.3389/frvir.2021.655338/full">Carroll et&#x20;al.</ext-link>), the United&#x20;States (<ext-link ext-link-type="uri" xlink:href="https://www.frontiersin.org/articles/10.3389/frvir.2021.672003/full">Oyekoya et&#x20;al.</ext-link>) and Australia (<ext-link ext-link-type="uri" xlink:href="https://www.frontiersin.org/articles/10.3389/frvir.2021.672556/full">Kelly et&#x20;al.</ext-link>) that are focused on the role of emerging VR technologies for advancing mental health research.</p>
<p>In the first study, <ext-link ext-link-type="uri" xlink:href="https://www.frontiersin.org/articles/10.3389/frvir.2020.598282/full">Rockstroh et&#x20;al.</ext-link> report on a room-scale VR experience for restorative walking, which they then evaluated in a randomised controlled experiment. The treatment condition with a room-scale approach resulted in increased user involvement, higher present moment awareness, increased perceived restorativeness of the experience, better subjective restoration, and an improved positive affect. The results suggest that room-scale VR in conjunction with virtual restorative environments could create sophisticated virtual restorative walks for confined spaces.</p>
<p>The second study focused on Virtual Reality Group Therapy (VRGT) for the treatment of depression. <ext-link ext-link-type="uri" xlink:href="https://www.frontiersin.org/articles/10.3389/frvir.2020.609545/full">Dilgul et&#x20;al.</ext-link> conducted semi-structured interviews to explore stakeholder views on VRGT. The patients used an avatar to interact with each other and with their therapist via a multiuser VR system. Therapists and patients responded favourably to the idea of doing group therapy sessions in VR. They both indicated that the anonymity provided by avatars could increase patients&#x2019; willingness to talk more freely and honestly, which could increase participation and better group cohesion.</p>
<p>In the third study, <ext-link ext-link-type="uri" xlink:href="https://www.frontiersin.org/articles/10.3389/frvir.2021.644683/full">D&#xf6;llinger et&#x20;al.</ext-link> presents the results of a systematic review that explored the challenges and opportunities of immersive technologies for mindfulness meditation. The results showed that empirical research on XR-based mindfulness support mainly focuses on therapy and therapeutic outcomes. An analysis of empirical research on those systems did not reveal differences in mindfulness compared to non-mediated mindfulness practices. Furthermore, most of the currently investigated XR-supported mindfulness interactions are limited to vocally guided meditations within nature-inspired virtual environments, and so there are opportunites for more research in this&#x20;area.</p>
<p>The fourth study focused on conducting a scoping review of AR/VR health and wellbeing interventions for older adults&#x2019; physical and mental health. <ext-link ext-link-type="uri" xlink:href="https://www.frontiersin.org/articles/10.3389/frvir.2021.655338/full">Carroll et&#x20;al.</ext-link> argue that over 70% of the studies included in the review were mislabelled as VR, and only six papers included fully immersive VR/AR. The remaining studies use less immersive variants of VR with their populations, and only one study made use of AR, which prompted the suggestion of a new definition for Virtual Reality. This paper also calls for an updated taxonomy of AR and VR definitions to address the lack of consistency found in studies that identify themselves as AR/VR when they are using less immersive technological set-ups.</p>
<p>In the fifth study, <ext-link ext-link-type="uri" xlink:href="https://www.frontiersin.org/articles/10.3389/frvir.2021.658509/full">Unruh et&#x20;al.</ext-link> present an experiment investigating the difference in time experience with and without a virtual body in VR. They conducted a between-subjects design with and without avatar embodiment as well as a real condition (i.e.,&#x20;avatar vs no-avatar vs real). A group of healthy subjects had to wait for seven and a half minutes in a room without any distractors or time indicators (e.g., clocks, sunlight). Participants were unaware that they would be later asked to estimate their waiting time duration and to describe their experience of the passage of time. They found that the presence of an avatar led to a significantly faster perceived passage of time. It seems to be promising to integrate avatar embodiment in future VR time-based therapy applications as they potentially could modulate a user&#x2019;s perception of the passage of&#x20;time.</p>
<p>The sixth study explored first-person perspectives in designing a role-playing VR simulation for bullying prevention. <ext-link ext-link-type="uri" xlink:href="https://www.frontiersin.org/articles/10.3389/frvir.2021.672003/full">Oyekoya et&#x20;al.</ext-link> developed a simulation that allowed students to view themselves in different roles played in bullying situations in a VR setting. The expectation was that through role-playing, the students would explore different perspectives and learn how to respond to bullying situations. Findings from the focus group studies of anti-bullying experts suggest that to create effective bullying prevention, VR simulations should consider focusing on role-playing, customization of the characters, environments, scenarios, and a scoring/reward system.</p>
<p>The final study in this special topic, from <ext-link ext-link-type="uri" xlink:href="https://www.frontiersin.org/articles/10.3389/frvir.2021.672556/full">Kelly et&#x20;al.</ext-link>, described the iterative design and evaluation of Place, a VR app that supports mindfulness practice by situating the user in a virtual forest environment. Mindfulness practice was defined as bringing one&#x2019;s attention to the present moment and noticing events as they unfold with a non-judgmental attitude of acceptance. Their findings from focus groups drew attention to factors that influenced the user experience and acceptance of VR for mindfulness, and the authors described how the design was altered to address these factors.</p>
<p>These studies demonstrate that VR technologies not only appear acceptable and feasible for improving people&#x2019;s mental health but may also be a preferred medium for accessing support among many, due to the anonymity that it provides and extra features that are sometimes hard to replicate in real life. It is predicted that VR technology will be more popular and widely used in the future due to the significant drop in the cost and the increase in the quality of VR headsets. These studies emphasise the importance of carefully conducted pilot, focus group and exploratory studies to establish the feasibility and acceptability of the technology, and in particular, the value of involving potential users throughout the design, development and testing of VR interventions for supporting their mental health.</p>
<p>We have identified some gaps in the literature. While there have been extensive studies on VR therapy for pain management, anxiety, and phobia, there has been little work on supporting and treating depression using VR. There has also been little work on diagnosing mental health conditions using the technology (as opposed to providing therapy). Continued efforts are also necessary to strive toward inclusiveness in the design and development of VR interventions. Such efforts have the potential to promote adoption across diverse contexts, regions, and cultures, and ensure the generalisability of VR therapy toward reducing the burden of mental disorders globally.</p>
</body>
<back>
<sec id="s1">
<title>Author Contributions</title>
<p>All authors listed have made a substantial, direct, and intellectual contribution to the work and approved it for publication.</p>
</sec>
<sec sec-type="COI-statement" id="s2">
<title>Conflict of Interest</title>
<p>The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.</p>
</sec>
<sec sec-type="disclaimer" id="s3">
<title>Publisher&#x2019;s Note</title>
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</sec>
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