Virtual Reality as a Therapeutic Intervention for Adolescent Mental Health

Faculty Mentor

Rebecca Rivera

Major/Area of Research

Social Work (DSW)

Description

INTRODUCTION: Adolescents face significant barriers in accessing traditional mental health services, including stigma, limited availability, and lack of engagement. As technology becomes increasingly integrated into daily life, virtual reality (VR) presents a promising solution to bridge the gap between adolescents and effective mental health treatment. This research examines the potential of VR as a therapeutic intervention for adolescents experiencing anxiety, PTSD, and depression. Grounded in Erikson’s Psychosocial Development Theory, this study explores how VR enhances therapy engagement, reduces stigma, and fosters emotional regulation.

METHOD: This study employs a thematic literature review, synthesizing findings from 25 peer-reviewed sources published between 2010 and 2024. Research was collected from databases such as PubMed, Google Scholar, and Elsevier. Thematic analysis was used to identify key trends in VR therapy, including its effectiveness, accessibility, and integration into social work practice. Case studies and empirical findings highlight VR’s role in exposure therapy, social skill development, and personalized interventions. Additionally, this research examines how VR is being integrated into social work education to train future practitioners in innovative therapeutic approaches.

RESULTS: Findings indicate that VR therapy significantly improves treatment adherence and engagement among adolescents compared to traditional methods. VR-based interventions offer a safe, controlled environment for exposure therapy, allowing adolescents to confront fears gradually. Additionally, VR reduces stigma associated with seeking mental health treatment by providing private, immersive therapeutic experiences.

CONCLUSION: The research underscores the need for policy considerations to ensure equitable access to VR interventions, particularly for marginalized communities. Future studies should explore long-term effects and cost-effective implementation strategies to maximize the impact of VR in adolescent mental health care. By leveraging VR technology, social work practitioners can revolutionize therapeutic approaches, making mental health support more engaging and accessible for adolescents.

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Virtual Reality as a Therapeutic Intervention for Adolescent Mental Health

INTRODUCTION: Adolescents face significant barriers in accessing traditional mental health services, including stigma, limited availability, and lack of engagement. As technology becomes increasingly integrated into daily life, virtual reality (VR) presents a promising solution to bridge the gap between adolescents and effective mental health treatment. This research examines the potential of VR as a therapeutic intervention for adolescents experiencing anxiety, PTSD, and depression. Grounded in Erikson’s Psychosocial Development Theory, this study explores how VR enhances therapy engagement, reduces stigma, and fosters emotional regulation.

METHOD: This study employs a thematic literature review, synthesizing findings from 25 peer-reviewed sources published between 2010 and 2024. Research was collected from databases such as PubMed, Google Scholar, and Elsevier. Thematic analysis was used to identify key trends in VR therapy, including its effectiveness, accessibility, and integration into social work practice. Case studies and empirical findings highlight VR’s role in exposure therapy, social skill development, and personalized interventions. Additionally, this research examines how VR is being integrated into social work education to train future practitioners in innovative therapeutic approaches.

RESULTS: Findings indicate that VR therapy significantly improves treatment adherence and engagement among adolescents compared to traditional methods. VR-based interventions offer a safe, controlled environment for exposure therapy, allowing adolescents to confront fears gradually. Additionally, VR reduces stigma associated with seeking mental health treatment by providing private, immersive therapeutic experiences.

CONCLUSION: The research underscores the need for policy considerations to ensure equitable access to VR interventions, particularly for marginalized communities. Future studies should explore long-term effects and cost-effective implementation strategies to maximize the impact of VR in adolescent mental health care. By leveraging VR technology, social work practitioners can revolutionize therapeutic approaches, making mental health support more engaging and accessible for adolescents.