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The application of metaverse in mental health

Bibliographic Data

ID22068180
AuthorsYue Wang (0000-0001-8527-9175, Liaoning Cancer Hospital & Institute), Boshi Duan (Chinese Academy of Medical Sciences & Peking Union Medical College), Xi Chen (0000-0002-2058-0351, Liaoning University of Traditional Chinese Medicine), Yuxuan Song (0009-0004-0937-2051, Liaoning Cancer Hospital & Institute), Xin Liu (0000-0001-5207-1685, Liaoning Cancer Hospital & Institute)
Year2025
Volume13
Pages1463494-1463494
Publication date2025-04-10
Open AccessYes
TypeARTICLE
VenueFrontiers in Public Health (JOURNAL)
Journal identifiersISSN: 2296-2565 • E-ISSN: 2296-2565
PublisherFrontiers Media SA (PUBLISHER • CH)
DOI10.3389/fpubh.2025.1463494
PMID40276352
OpenAlexW4409345141
LanguageEN
Citations received1
References cited92

Rapid technological progress is reshaping human existence globally. The metaverse, a 3D digital realm merging virtual reality (VR) with physical space, exemplifies this fusion. Users can replicate and customize real-world elements within this immersive environment. Over the past decade, VR, augmented reality (AR), and mixed reality (MR) have become effective tools for addressing mental health conditions, offering solutions to the shortage of mental health professionals and limited access to care. However, extensive participation in 3D immersive gaming and social media can lead to insecurity, anxiety, depression, and addictive behaviors, particularly among young adults. This engagement may also impair attention spans, exacerbating symptoms in adolescents with attention deficit hyperactivity disorder. This research examines the impact of expanding metaverse applications on mental health, exploring both risks and benefits

Anxiety · Augmented reality · Avatar · Human–computer interaction · Internet privacy · Mental health · Metaverse · Political science · Psychiatry · Psychotherapist · Realm · Virtual reality · Computer Science · Digital Mental Health Interventions · Mental Health Research Topics · Psychology · Virtual Reality Applications and Impacts

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  • The Motivational Pull of Video Games

    Open Access•Richard M Ryan, C Scott Rigby et al.•Motivation and Emotion•2006

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    Open Access•Giuseppe Riva, Brenda K Wiederhold•Cyberpsychology Behavior and…•2022

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    Open Access•Brenda K Wiederhold•Cyberpsychology Behavior and…•2022

  • Feasibility of Virtual Reality Exposure Therapy in the Treatment of Danish Veterans with Post-Traumatic Stress Disorder

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  • Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal

    Open Access•Espen Aarseth, Anthony M Bean et al.•Journal of Behavioral Addictions•2016

  • The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments

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  • Mixed Reality for a collective and adaptive mental health metaverse

    Open Access•Samuel Navas Medrano, Samuel Navas-Medrano et al.•Frontiers in Psychiatry•2024

  • Tips for Effective Implementation of Virtual Reality Exposure Therapy in Phobias—A Systematic Review

    Open Access•Marek Krzystanek, Stanisław Surma et al.•Frontiers in Psychiatry•2021

  • Research Directions in the Study of Gaming-Related Escapism

    Open Access•Alessandro Giardina, Vladan Starcevic et al.•International Journal of Mental…•2021

  • Now i can see me” designing a multi-user virtual reality remote psychotherapy for body weight and shape concerns

    Open Access•Maria Matsangidou, Boris Otkhmezuri et al.•Human-Computer Interaction•2020

  • Enhancing one life rather than living two

    Open Access•J G Snodgra, Michael G Lacy et al.•Computers in Human Behavior•2011

Citations per year1
Citation span2026 - 2026 (1)
Highly citedNo

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