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ORIGINAL RESEARCH article

Front. Psychiatry

Sec. Digital Mental Health

Evaluating a Virtual Reality–Delivered Mindfulness Intervention for Anxiety: A Mixed-Methods Study in Real-World Community and School Settings

Provisionally accepted
  • 1University of Liverpool Faculty of Health and Life Sciences, Liverpool, United Kingdom
  • 2Department of Psychology, Manchester Metropolitan University, Manchester, United Kingdom
  • 3Scenegraph Studios, Birkenhead, United Kingdom

The final, formatted version of the article will be published soon.

Introduction: Adolescent anxiety is rising globally, yet access to engaging mental health support remains limited, especially outside clinical care. Virtual reality (VR) offers a promising platform for delivering immersive mindfulness experiences. This study evaluated SpiritVR Journey, a six-session VR mindfulness programme designed for young people, delivered in real-world school and community environments. Methods: Using an exploratory pre–post mixed-methods design, data were collected from 53 participants across schools, community organisations, and youth mental health services. Recruitment was facilitator-led and internal to each site. Quantitative data were gathered before and after each session using an adapted Generalised Anxiety Disorder scale (GAD-7), while qualitative reflections were obtained from participant diary entries. Sessions were delivered approximately once per week, depending on site scheduling. Results: Participants showed a significant reduction in self-reported anxiety symptoms across sessions (mean GAD-7 change = 4.88; Cohen's d = 2.06). Qualitative themes highlighted relaxation, emotional relief, and improved self-regulation. The immersive format appeared particularly engaging for individuals who had found traditional mindfulness approaches challenging. Discussion: Findings provide preliminary evidence of impact and acceptability of immersive VR mindfulness in youth and community contexts. While results suggest promise for future scalable applications, broader feasibility depends on access to VR hardware, training of facilitators, and setting-specific implementation support.

Keywords: Adolescent anxiety, virtual reality, mindfulness, digital mental health, GAD-7, School-based intervention, mixed methods

Received: 19 Jul 2025; Accepted: 12 Nov 2025.

Copyright: © 2025 Rafiei, Santa, Honey, Tully and Mezes. 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) or licensor 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 terms.

* Correspondence: Barbara Mezes, b.mezes@liverpool.ac.uk

Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.