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. 2023 Jan 20;58(7):989–1007. doi: 10.1007/s00127-022-02417-5

Table 1.

Characteristics of studies of virtual reality relaxation for people with mental health conditions

Study Country Participants N Mean age (SD) Equipment Virtual Environment Measures Sessions Intervention Findings
Bossenbroek et al. [35] (2020) The Netherlands Outpatients at a specialist secondary school for adolescents with psychiatric and behavioral problems, including ADHD or ASD, with either ED, ODD, PD, RAD or SAD 8 (1 female, 7 males); one group 14.67 (1.83) HTC VIVE HMD with headphones; DEEP VR biofeedback game; DEEP breathing belt with Arduino- FLORA wearable electronic platform for movement in virtual environment. Arduino Software Underwater fantasy world. No other information provided STAI, disruptive classroom behavior measured by teachers using Likert Scale 6 (daily, for 12.41 min) DEEP VR biofeedback game. Interactive intervention and facilitator-led Participants showed reductions in state anxiety and disruptive behaviors
Gorini et al. [22] (2010) Italy Outpatients with Generalized Anxiety Disorder 20 (no gender data reported); three groups: VR and mobile phone with biofeedback (N = 4), VR & mobile phone without biofeedback (N = 8), controls (N = 8) Not reported HMD with head tracking but no further information. 3DVIA Virtools 4.1 software; HTC Touch Pro Tropical island with campfire, beach, waterfall, and gazebo (with words/images about stressful situations). Audio narrative of relaxation techniques such as muscle relaxation BAI, HAM-A, PSWQ, STAI-Y, GSR/HR sensor module 8 VR/biofeedback group’s HR variations modified virtual environment e.g., changed fire intensity, movement of waterfall, etc. VR group without biofeedback experienced VR. Control group did not receive VR. Interactive intervention and facilitator-led sessions with self-led mobile phone element for use at home Both VR groups decreased in anxiety. Biofeedback group decreased in state anxiety. Non-biofeedback group and control group decreased in worry
Habak et al. [32] (2021) Australia Outpatients with depression or suicidality 79 (53 females, 23 males, 3 non-binary) Most common age range: 25–34. Full Age Range: 18–65 +  Edge of the Present mixed reality environment software. No HMD information Rainforest, tropical beaches, desert, with environmental effects to intensify sensory experience (e.g., a warm breeze) BHS, PANAS, Sense of Presence, SWEMWBS, VR feedback 1 (10 min) Participants explored scenes freely. Interactive but does not state whether facilitator or self-led Wellbeing and positive mood increased. Negative mood and hopelessness decreased. Sense of presence was very high
Kim et al. [28] (2021) South Korea Outpatients with high stress 74 (37 females, 37 males); two groups: VR relaxation first (N = 36), biofeedback first (N = 38) Mean and SD not reported. Median age = 39, Range = 19–59 Samsung Gear VR, head tracking, stereo earphones, ProComp Infiniti Biofeedback system Relaxing video: natural scenes on trekking course with relaxing soundtrack. Stress video: walking on a shaky (moving) path PSS-10, STAI-X1, STAI-X2, NRS, PANAS, SDS, EQ-5D-5L, SSQ, HRV 2 (1 for each relaxation type, approximately 28 min each) All participants were presented with the stress video and then asked to perform a mathematical task. Then the VR relaxation first group watched the relaxing video and the biofeedback first group carried out relaxation techniques while viewing their own biofeedback data on a screen. The following day, the groups swapped exercises. Passive intervention and facilitator-led Both VR and biofeedback interventions reduced stress. There were no significant differences between interventions
Maarsingh et al. [29] (2019) The Netherlands Outpatients who experience significant stress and healthy controls 175; two groups: Patients (N = 64, 52% females, 48% males), healthy controls (N = 111, 62% female, 38% male) No age data for total sample. Patients: 40.6 (11.5). Healthy controls: 43.0 (10.5) HTC Vive HMD, controllers, computer. Stressjam game Tropical jungle island with temples and other buildings SMM-G, HRV 3 (1 h) Stressjam game challenged participants to overcome increasingly difficult obstacles (e.g., climbing a rope) by increasing or decreasing their stress levels. Interactive intervention and facilitator-led Patients experienced stress in a more functional way post-intervention
Malbos et al. [21] (2020) France Outpatients with Generalized Anxiety Disorder 27 (13 females, 14 males); two groups: VR relaxation therapy, mental imagery relaxation therapy. Number of participants in each group not reported 48.40 (11.91) Sensics zSight HMD and head tracker; remote control with a directional pad; CryEngine Sandbox (Crytek GmbH) software Tropical beach, campfire in forest, polar ice fields, living room, journey across the solar system, mountain peak in clouds. Audio track of flowing water, birds, choices of music, etc. BDI-II, PSQW, SF-12 Quality of Life Questionnaire, STAI Y-A, STAI Y-B, SUD, HR, PQ, SSQ 6 (30 min weekly) VR group selected virtual environment and music. Participants were able to explore the environments by walking, swimming, and interacting with 3D objects (e.g., opening doors). Sessions included relaxation techniques. Imagery group combined relaxation and mental imagery techniques. Interactive intervention and facilitator-led Both groups decreased in anxiety, worry and depression, and increased in quality of life
Manzoni et al. [19] (2008) Italy Inpatients with emotional eating in the context of obesity 60 (all females); three groups: VR, imaginative, controls (all N = 20) No age data for total sample. VR group = 42.80 (11.44), imaginative group = 48.55 (7.96), control group = 39.65 (14.52)

Sony Glasstron PLM S-700 HMD, position tracker, earphones, joystick, NeuroVR 1.5 software,

Asus G2S laptop

Relaxing environment: green valley with lake and mountain, relaxing narrative/ audio track, e.g., birds, water, etc. Stressful environments: kitchen, restaurant, supermarket, office, etc BDI, WELSQ, STAI, relaxation VAS, HR 12 (1 h, 4 per week, for 3 weeks) Both VR and imaginative groups learned relaxation techniques. VR group then carried them out in VR in both relaxing and stressful environments. Imaginative group carried them out with relaxing audio track only and imagined both relaxing and stressful situations. Interactive intervention and facilitator-led. The control group received treatment as usual VR and imaginative groups increased in relaxation and self-efficacy about eating control and decreased in depression, anxiety, and heart rate. All groups decreased in weight
Manzoni et al. [20] (2009) Italy Inpatients with emotional eating in the context of obesity 36 (all females, follow-up subsample of Manzoni et al. 2008). Three groups: VR (N = 12), imaginative (N = 14), controls (N = 10) Not reported

Sony Glasstron PLM S-700 HMD, position tracker, earphones, joystick, NeuroVR 1.5 software,

Asus G2S laptop

Relaxing environment: green valley with lake and mountain, relaxing narrative/audio track, e.g., birds, water, etc. Stressful environments: kitchen, restaurant, supermarket, office, etc STAI, EOQ, BDI, WELSQ three months after intervention 12 (1 h, 4 per week, for 3 weeks) Both VR and imaginative groups learned relaxation techniques. VR group then carried them out in VR in both relaxing and stressful environments. Imaginative group carried them out with relaxing audio track only and imagined both relaxing and stressful situations. Interactive intervention and facilitator-led. The control group received treatment as usual VR and imaginative groups increased in self-efficacy about eating control and decreased in depression, anxiety, and emotional eating. VR group were significantly lower in emotional eating than imaginative group. All groups maintained or decreased in weight
Mark et al. [33] (2021) United Kingdom Psychiatric Intensive Care Unit (PICU) inpatients with Psychosis 17 (all males) 35.8 (9.63) Oculus Go HMD. No software information reported Videos of forests, beach, swimming with dolphins or turtles, watching animals (e.g., elephant orphanage, African safari), climbing trees, space ride, hot air balloon ride Qualitative observations of distress, mental state, risk, VR experience 1 session (3–10 min) Participants watched one or two videos of their choice. Passive intervention and facilitator-led All participants found the VR acceptable and reported it was a positive experience. Sixteen participants reported they would use VR again. Two participants reported they did not trust/feared VR
Mistry et al. [27] (2020) Canada Outpatients with PTSD

96 (54 females, 42 males). Clinical sample (N = 26)

Eight groups with varying VR and non-VR meditations (all N = 12)

Not reported Dell Visor Windows Mixed Reality HMD, hand controllers, headphones, Microsoft Windows 10 computer and Mixed Reality functionality powered the VR Guided Meditation application. No software information reported Tropical rainforest, hidden cave, island, underwater coral reef, foreign planet LES, LEC-5, ACE, PCL-5, TRASC, mDES, BASS, MEQ, Satisfaction and Credibility Questionnaire, verbal feedback 1 (2 guided meditations, each lasted approximately 5 min) Participants completed VR and non-VR meditations in varying orders. In the non-VR meditation, participants watched the virtual environment on a screen or closed their eyes. Interactive intervention and facilitator-led Participants who completed the VR meditation first reported greater positive affect. Most participants preferred VR meditation to non-VR meditation. Clinical sample reported increased distress in both VR and non-VR compared to healthy sample
Pallavicini et al. [23] (2009) Italy Outpatients with Generalized Anxiety Disorder

12 (9 females, 3 males);

three groups: VR and mobile phone with biofeedback (N = 4), VR and mobile phone without feedback (N = 4), controls (N = 4)

No age data for total sample. VR/biofeedback group = 41.25 (13.24), VR without biofeedback group = 48.5 (12.662), controls = 51.25 (9.845) Vuzix iWear HMD, Asus G2S computer, therapist’s netbook EEPC 100H – BK039X for controlling virtual environment, joystick, Virtools software, GSR/HR Sensor Module, HTC Touch Pro T7272 Tropical island with campfire, beach, waterfall, and gazebo (with words/images about stressful situations). Audio narrative of relaxation techniques such as muscle relaxation GAD-7, PSWQ, BAI, STAI-Y2, HAM-A, STAI Y-1, VAS measuring anxiety, GSR, HR 8 VR/biofeedback group’s HR variations modified virtual environment, e.g., changed fire intensity, movement of waterfall, etc. VR group without biofeedback experienced VR. Interactive intervention and facilitator-led sessions with self-led mobile phone element for use at home. Control group did not receive VR Both VR groups had a greater decrease in heart rate, anxiety, and worry compared to controls
Repetto et al. [24] (2013) Italy Outpatients with Generalized Anxiety Disorder 25 (16 females, 9 males); three groups: VR and mobile group with biofeedback (N = 7), VR and Mobile group without biofeedback (N = 9), controls (N = 8) No age data for total sample. VR/biofeedback group = 45.25 (14.24), VR without biofeedback group = 48.5 (12.662), controls = 49.25 (9.845) Vuzix iWear HMD, Asus G2S computer, therapist’s netbook EEPC 100H – BK039X for controlling virtual environment, joystick, Virtools software, GSR/HR Sensor Module, HTC Touch Pro T7272 Tropical island with campfire, beach, waterfall, and gazebo (with words/images about stressful situations). Audio narrative of relaxation techniques such as muscle relaxation BAI, STAI-Y2, HAM-A, STAI-Y1, HR, GSR 8 VR/biofeedback group’s HR variations modified virtual environment, e.g., changed fire intensity, movement of waterfall, etc. VR group without biofeedback experienced VR. Interactive intervention and facilitator-led sessions with self-led mobile phone element for use at home. Control group did not receive VR Both VR groups decreased in heart rate and anxiety
Riva et al. [30] (2008) Italy Outpatients with high anxiety in the context of obesity and history of emotional eating 40 (all females); three groups: VR stress management (N = 15), DVD stress management (N = 11), no treatment (N = 14) Not reported Not reported

Tropical island with different zones e.g., watching waves, barrier reef.

Audio narrative of relaxation techniques

ITC-SOPI, PANAS, STAI, VAS of emotional states 2 (1 h, on consecutive days) Stress management protocol included imagery, relaxation and different cognitive behavioral approaches. Identical script and exercises both for VR and DVD but different imagery. Passive intervention and facilitator-led VR group had a significantly greater reduction in anxiety compared to other groups. Anxiety reduction and increase in positive emotion were associated with presence
Shah et al. [31] (2015) Singapore Inpatients with a diagnosis of Major Depressive Disorder and Bipolar Disorder (with depressive episode) 22 (16 females, 6 males) Mean and SD not reported. Range: 21–60 ITG-PCX3 HMD, VR DE-STRESS program Beach, auditory instructions, relaxing music DASS-21, PRS, KSSMQ, BP, HR, ST, feedback form 3 (1 h, for 3 days) Psychoeducation on causes, symptoms and management of stress; mood disorders, and the relationship with stress. VR with relaxation techniques. Interactive intervention and facilitator-led Post-VR, participants reported significantly lower stress, depression and anxiety, and greater relaxation and knowledge. Participants reported the intervention was beneficial as it allowed them to think positively, learn to relax and manage stress
Tan et al. [36] (2021) Singapore In-patients with mild or moderate mental disorder e.g., schizophrenia, bipolar disorder, mood disorders 40 (24 females, 16 males); two groups: VR (N = 19) and controls (N = 21) No age data reported iTVGoggles Wide View 3D. No software information reported Bhutan scenery, e.g., mountains, forests, skies, rivers. Japanese scenery. Hot air balloons accompanied with soothing music NSRS, HR, BP, ST, Perceived Relaxation Scale, PSS-10, KSMM, participant feedback 2 (40 min) Psychoeducation on stress. VR with breathing and muscle relaxation. Passive intervention and facilitator-led Post-VR, VR group reported significantly greater relaxation and reduced stress
Tarrant et al. [25] (2018) United States of America Outpatients with moderate level of Generalized Anxiety Disorder 26 (20 females, 6 males); two groups: VR (N = 14) and controls (N = 12) No age data for total sample. VR group = 46.21 (10.77), controls = 48.17 (20.11) Gear VR HMD powered by Samsung S7, Mindfulness in nature experience, by StoryUp VR Mountain landscape, rocks, blue skies, with soft music and female voice to guide mindfulness exercises GAD-7, EEG, STAI 1 (75 min) All groups rested. Then the VR group experienced VR. Control group experienced further rest. Passive intervention and facilitator-led Both VR and control groups decreased in state anxiety. VR group showed significant electrophysiological markers demonstrating lower anxiety
Veling et al. [34] (2021) The Netherlands Outpatients with a diagnosis of anxiety, psychotic, depressive or bipolar disorder 50 (33 females, 17 males); two groups: VR relaxation (N = 25), standard relaxation exercises (N = 25) 41.6 (14.2) Samsung Galaxy S6 or S7 smartphone, connected to the Samsung Gear VR HMD, VRelax software Beaches, coral reef with tropical fish, swimming with dolphins, mountain meadow with animals, drone flight over river landscape, sea view from cliff, mountain scenery in the Alps, beach session of Tibetan singing bowl therapy BAI, GPTS, IDS, PSS-10, SSQ, VAS on positive and negative affective state 20 (minimum of 10 min, 10 consecutive days per intervention) The VR group was able to freely explore and select VR scenes. Standard relaxation was audio tracks of guided meditation and progressive relaxation techniques. Interactive intervention and self-led in participants homes Both groups reported significant improvements in positive affective states and significant reductions of negative affective states. VR group had a significantly greater reduction of negative affective states, including anxiety, compared to standard relaxation. There were no significant differences with stress and symptoms
Wang et al. [26] (2020) Taiwan Outpatients with Generalized Anxiety Disorder 77 (38 females, 39 males); two groups: virtual nature (N = 40), virtual abstract painting (N = 37) No age data for total sample. Virtual nature group = 58.43 (7.37), virtual abstract painting group = 59.87 (6.99) Two projectors, curved screen with 3D environment, static bike used to ‘cycle’ through virtual environments. No software information provided Virtual nature: forests, parks, rivers, woodlands. Virtual abstract painting: colors such as blue, green, yellow GAD-7, MMSE, EEG, HR, perceived stress, restorative quality, satisfaction scale 1 (20 min) All participants cycle at a moderate intensity. Virtual nature groups cycle through landscapes. Virtual abstract painting group cycle through abstract paintings. Interactive intervention and facilitator-led Both groups displayed significant improvements in restorative quality, satisfaction, and relaxation. Virtual nature group had significantly higher levels of restorative quality and satisfaction post-VR compared to the virtual abstract painting group. Only the virtual nature group had significantly reduced stress

ACE adverse childhood experiences, ADHD attention deficit hyperactivity disorder, ASD autism spectrum disorder, BAI Beck anxiety inventory, BASS Buddhist affective states, BDI Beck’s depression inventory, BHS Beck hopelessness scale, DASS-21 21-item depression anxiety stress scale, ED eating disorder, EOQ emotional overeating questionnaire, EQ-5D-5L five-level version of the EQ-5D (measuring quality of life, EuroQoL Group), GAD-7 generalized anxiety disorder 7-item scale, GPTS green paranoid thoughts scale, HAM-A Hamilton anxiety rating scale, HMD head mounted display, IDS inventory of depressive symptomatology, ITC-SOPI ITC- sense of presence inventory, KSMMQ knowledge on stress and medication management questionnaire, LEC-5 life events checklist for DSM-5, LES life events survey, mDES modified differential emotions scale, mDES-NA negative affect, mDES-PA positive affect, MEQ normative meditative experiences, MMSE mini mental state examination, NRS numeric rating scale, NSRS numeric stress rating scale, ODD oppositional defiant disorder, PANAS positive and negative affect schedule, PCL-5 posttraumatic stress disorder checklist for DSM-5, PD personality disorder, PII personal involvement inventory, PQ presence questionnaire, PRS perceived relaxation scale, PSS perceived stress scale, PSS-10 10 item version of perceived stress scale, PSWQ Penn state worry questionnaire, RAD reactive attachment disorder, SAD social anxiety disorder, SDS Sheehan’s disability scale, SMM-G stress mindset measure, SSQ simulation sickness questionnaire, SUS system usability scale, SWEMWBS short Warwick–Edinburgh mental well-being scale, STAI-Y state–trait anxiety inventory, SUD subjective units of discomfort, TRASC trauma-related altered states of consciousness, VAS visual analog scales, WELSQ weight efficacy life-style questionnaire

BP blood pressure, EEG electroencephalogram, GSR galvanic stress response, HR heart rate, HRV heart rate variability, IM imaginative, N Number of, SD standard deviation, ST skin temperature, TAU treatment as usual, VR virtual reality, Wl waiting list