Here we found that a behavioral intervention focused on improving resilience and social functioning in an immersive, multi-user virtual reality environment was highly feasible and useful for participants. To our knowledge, this is the first multi-user virtual reality application tested for this purpose. Preliminary evidence was also found for beneficial effects of ROOM on aspects of social functioning, with improvements in the degree of comfort participants experienced with others in the real world. In addition, an objective measure of one aspect of social functioning, facial affect recognition, improved following the intervention. Overall, these results suggest that this multi-user immersive virtual reality application represents one novel and scalable approach for teaching evidence-based skills that have been shown to improve social functioning in prior studies.
The majority of participants reported that ROOM was beneficial and useful, that they liked the VR aspect of the program, and that they would recommend ROOM. These results are consistent with prior studies of VR-based behavioral applications which have generally found that participants rate them as enjoyable, engaging, and helpful15,16.
Over half of the participants of this study reported that the anonymity aspect of this intervention in multi-user VR was an important or very important reason they chose to participate. Although most of the participants used their real first name or created an avatar that looked like them, 87% of participants reported in their qualitative interview that the anonymity aspect of ROOM made it much easier to participate in the sessions. Four participants emphasized the absence of any attention to their physical appearance as an appealing feature of the program, and some reported that they felt “less awkward” in VR compared to virtual modalities in which people could see them, e.g., Zoom. Others noted that the anonymity helped them feel “less judged” and “more open”. Thus, the anonymity afforded by VR could lead to greater levels of engagement and dissemination of mental health-promoting skills to populations who are currently less likely to participate in such programs, due to concerns about mental health-related stigma, or general discomfort with mental health-related topics.
Following ROOM, participants reported significant reductions in the subjective discomfort felt in the presence of others in their real lives. This finding suggests that this intervention delivered through VR may have real-world implications related to social discomfort. In other words, although participants learned skills in a virtual group setting that promote better social functioning (such as self-compassion and mentalization), these skills and the group experience may have translated into increasing their comfort during social interactions in the real world. This effect, if replicated, may represent an important beneficial aspect of ROOM, particularly in light of the increased rates of loneliness and social isolation that have been documented worldwide during the past decade43. Prior studies have shown that loneliness is paradoxically linked, in some individuals, to a bias towards withdrawing socially from others, due to feelings of discomfort with others or fears of rejection44. Thus, convincing such individuals to participate in a virtual group-based intervention in which they are exposed to being with others and learn skills that may ultimately enhance their social comfort may represent a strategy that “meets people where they are” – leveraging many isolated individuals’ greater comfort with virtual, as opposed to in-person, interactions.
In contrast to the findings with ratings of subjective comfort with others, an objective measure of discomfort with the physical proximity of others (interpersonal distance/personal space preferences) did not show any change following ROOM. This negative finding may be related to the fact that participants were not enrolled based on this characteristic (i.e., they generally exhibited “normal” personal space preferences) and were not psychiatrically ill. Additional research is needed to further understand the relationships among objective and subjective measures of comfort with others and to test whether ROOM leads to greater comfort in these domains in individuals with specific social functioning impairments or high levels of loneliness, which is associated with greater interpersonal distancing35,45.
An overall increase in facial affect recognition accuracy was observed following ROOM. This may be unexpected given the brevity of the intervention and the fact that participants are not exposed to any real human facial expressions during ROOM, since the ROOM avatars have emotionally neutral facial expressions. However, an improved ability to recognize emotions in faces in the ROOM participants may have been a consequence of acquiring skills that increased their exposure and comfort with other people in the real world. One of the skills that ROOM teaches, mentalization, is the ability to represent the mental states of others, which is closely linked to the ability recognize facial emotion39. Thus, ROOM may have indirectly led to improvements in facial emotion recognition. However, additional controlled research is needed to investigate this model further.
This study identified several advantages of using VR to deliver a mental health-promoting intervention. One key benefit, similar to other virtual modes of care delivery, is the increase in access; participants were able to join ROOM sessions from locations that were most convenient for them, including their dorm rooms or homes, and even while traveling.
Multi-user, immersive VR has been shown, in previous research, to provide a greater sense of being with others than other modalities such as Zoom and other video conferencing platforms18. Thus, this technology may provide individuals who experience some social discomfort or impairments related to social functioning an opportunity for exposure to simulated physical proximity to others in a safe and controlled setting. Individuals who experience discomfort or anxiety in the presence of other people may benefit from virtual interactions with a group of others, while simultaneously remaining in a familiar environment in reality. This is in contrast to most other virtual applications that either involve an individual interacting one-on-one with an avatar or with a two-dimensional image of a person on a screen.
Another benefit of this technology is that immersive VR is fully attention-capturing, which is dictated, by design, by the VR headset. Participants are unable to view external devices, such as their phones or computer screens, during the group sessions, leading to uninterrupted engagement in the session.
Approximately 35% of participants reported experiencing a technical difficulty during ROOM, although none discontinued the program as a result or were notably distressed by the issue they experienced. Another eight participants noted that the headset was uncomfortable (heavy) to wear, but again, did not drop out or report much distress related to this discomfort. The participants of this study used the Oculus Quest 1 headset (weight = 571 grams), which was widely available at the beginning of this study. More recently released headsets, such as the Oculus Quest 2 (503 grams), are noticeably lighter and more comfortable. Future work with ROOM will use these superior headsets and take advantage of other improvements in VR technology and accessibility.
The current mental health care workforce shortage4, accompanied by the widespread “mental health crisis” occurring in young people46,47, suggest that the development and validation of a group-based, scalable, virtual mental-health promoting intervention could be timely. In the current study, the use of a multi-user, immersive VR platform permitted many individuals to receive a brief resilience-boosting intervention that was deemed helpful by 90.3% of the participants. Further studies of the longer-term outcomes and efficacy associated with ROOM, using a randomized controlled design, are needed to measure the impact of this intervention and its unique mode of delivery.