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A randomised controlled test of emotional attributes of a virtual coach within a virtual reality (VR) mental health treatment

Abstract:
BackgroundVirtual reality (VR) is showing increasing promise for assessing, understanding, and treating mental health difficulties. Virtual humans (VHs) represent a key aspect within many VR mental health applications. While VHs can play diverse roles and display varied characteristics, their design and influence have rarely been the primary focus of mental health research.ObjectiveWe aimed to carry out a systematic review of how VHs in immersive VR have been used in applications for mental health, focusing on their roles and interaction types, and the human characteristics being tested.MethodsFollowing the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines, we searched PubMed, MEDLINE, PsycINFO, Scopus, and Web of Science, using defined keyword combinations involving VR, VHs, and mental health. Eligible studies included peer-reviewed research using immersive VR with VHs in a mental health context, without restrictions on study design or population. We excluded nonimmersive VR, nonmental health applications, and papers without empirical data. Data were synthesized narratively, and a taxonomy to categorize VHs that we developed was used.ResultsA total of 79 studies met all eligibility criteria. VHs were most frequently applied in studies on social anxiety (n=18), eating disorders (n=18), and psychosis (n=15). They were primarily used as active social interaction partners (n=40), as part of virtual crowds (n=16), and as virtual bodies for participants (n=23). Explicit interactions dominated active partner studies, while implicit and passive or no interactions were prevalent in crowd and body studies. Over half of the studies (n=44) varied the VH characteristics, with body size and gender being the most common variables, and personality was explored in fewer studies (n=5). Only a limited number of studies provided detailed descriptions of VH appearance and behavior, with some including still images and videos.ConclusionsVHs are versatile tools to be used within VR mental health applications, but their design features are inconsistently reported and insufficiently examined in relation to intervention outcomes. Evidence is limited by heterogeneity in study aims, designs, and populations, and by incomplete reporting of VH characteristics, which constrains replication and cross-study comparison. Standardized reporting and systematic investigations of VH design are needed to optimize their roles in evidence-based mental health applications
Publication status:
Published
Peer review status:
Peer reviewed

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Publisher copy:
10.1038/s41598-023-38499-7

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Institution:
University of Oxford
Role:
Author
ORCID:
0000-0001-6854-2488
More by this author
Institution:
University of Oxford
Role:
Author
ORCID:
0000-0002-2541-2197
More by this author
Institution:
University of Oxford
Role:
Author
ORCID:
0000-0001-9308-5784


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Funder identifier:
10.13039/501100000272
Grant:
BRC-1215-2000


Publisher:
Nature Research
Journal:
Scientific Reports More from this journal
Volume:
13
Issue:
1
Pages:
11517-11517
Article number:
11517
Publication date:
2023-07-17
DOI:
EISSN:
2045-2322
ISSN:
2045-2322


Language:
English
Keywords:
Pubs id:
1496866
Local pid:
pubs:1496866
Source identifiers:
W4384523644
Deposit date:
2026-05-11
ARK identifier:
This ORA record was generated from metadata provided by an external service. It has not been edited by the ORA Team.

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