Time to Think “Meta”: A Critical Viewpoint on the Risks and Benefits of Virtual Worlds for Mental Health

The metaverse is gaining traction in the general population and has become a priority of the technological industry. Defined as persistent virtual worlds that exist in virtual or augmented reality, the metaverse proposes to afford a range of activities of daily life, from socializing and...

Full description

Bibliographic Details
Main Authors: Vincent Paquin, Manuela Ferrari, Harmehr Sekhon, Soham Rej
Format: Article
Language:English
Published: JMIR Publications 2023-02-01
Series:JMIR Serious Games
Online Access:https://games.jmir.org/2023/1/e43388
_version_ 1797734354015748096
author Vincent Paquin
Manuela Ferrari
Harmehr Sekhon
Soham Rej
author_facet Vincent Paquin
Manuela Ferrari
Harmehr Sekhon
Soham Rej
author_sort Vincent Paquin
collection DOAJ
description The metaverse is gaining traction in the general population and has become a priority of the technological industry. Defined as persistent virtual worlds that exist in virtual or augmented reality, the metaverse proposes to afford a range of activities of daily life, from socializing and relaxing to gaming, shopping, and working. Because of its scope, its projected popularity, and its immersivity, the metaverse may pose unique opportunities and risks for mental health. In this viewpoint article, we integrate existing evidence on the mental health impacts of video games, social media, and virtual reality to anticipate how the metaverse could influence mental health. We outline 2 categories of mechanisms related to mental health: experiences or behaviors afforded by the metaverse and experiences or behaviors displaced by it. The metaverse may benefit mental health by affording control (over an avatar and its virtual environment), cognitive activation, physical activity, social connections, and a sense of autonomy and competence. However, repetitive rewarding experiences may lead to addiction-like behaviors, and high engagement in virtual worlds may facilitate and perpetuate the avoidance of challenges in the offline environment. Further, time spent in virtual worlds may displace (reduce) other determinants of mental health, such as sleep rhythms and offline social capital. Importantly, individuals will differ in their uses of and psychological responses to the metaverse, resulting in heterogeneous impacts on their mental health. Their technological motivations, developmental stage, sociodemographic context, and prior mental health problems are some of the factors that may modify and frame the positive and negative effects of the metaverse on their mental health. In conclusion, as the metaverse is being scaffolded by the industry and by its users, there is a window of opportunity for researchers, clinicians, and people with lived experience to coproduce knowledge on its possible impacts on mental health and illness, with the hope of influencing policy-making, technological development, and counseling of patients.
first_indexed 2024-03-12T12:43:02Z
format Article
id doaj.art-16ebb1204fcd423fa4ac29100bc04e93
institution Directory Open Access Journal
issn 2291-9279
language English
last_indexed 2024-03-12T12:43:02Z
publishDate 2023-02-01
publisher JMIR Publications
record_format Article
series JMIR Serious Games
spelling doaj.art-16ebb1204fcd423fa4ac29100bc04e932023-08-28T23:42:43ZengJMIR PublicationsJMIR Serious Games2291-92792023-02-0111e4338810.2196/43388Time to Think “Meta”: A Critical Viewpoint on the Risks and Benefits of Virtual Worlds for Mental HealthVincent Paquinhttps://orcid.org/0000-0001-9589-039XManuela Ferrarihttps://orcid.org/0000-0002-7530-6210Harmehr Sekhonhttps://orcid.org/0000-0002-1967-6858Soham Rejhttps://orcid.org/0000-0002-3908-9124 The metaverse is gaining traction in the general population and has become a priority of the technological industry. Defined as persistent virtual worlds that exist in virtual or augmented reality, the metaverse proposes to afford a range of activities of daily life, from socializing and relaxing to gaming, shopping, and working. Because of its scope, its projected popularity, and its immersivity, the metaverse may pose unique opportunities and risks for mental health. In this viewpoint article, we integrate existing evidence on the mental health impacts of video games, social media, and virtual reality to anticipate how the metaverse could influence mental health. We outline 2 categories of mechanisms related to mental health: experiences or behaviors afforded by the metaverse and experiences or behaviors displaced by it. The metaverse may benefit mental health by affording control (over an avatar and its virtual environment), cognitive activation, physical activity, social connections, and a sense of autonomy and competence. However, repetitive rewarding experiences may lead to addiction-like behaviors, and high engagement in virtual worlds may facilitate and perpetuate the avoidance of challenges in the offline environment. Further, time spent in virtual worlds may displace (reduce) other determinants of mental health, such as sleep rhythms and offline social capital. Importantly, individuals will differ in their uses of and psychological responses to the metaverse, resulting in heterogeneous impacts on their mental health. Their technological motivations, developmental stage, sociodemographic context, and prior mental health problems are some of the factors that may modify and frame the positive and negative effects of the metaverse on their mental health. In conclusion, as the metaverse is being scaffolded by the industry and by its users, there is a window of opportunity for researchers, clinicians, and people with lived experience to coproduce knowledge on its possible impacts on mental health and illness, with the hope of influencing policy-making, technological development, and counseling of patients.https://games.jmir.org/2023/1/e43388
spellingShingle Vincent Paquin
Manuela Ferrari
Harmehr Sekhon
Soham Rej
Time to Think “Meta”: A Critical Viewpoint on the Risks and Benefits of Virtual Worlds for Mental Health
JMIR Serious Games
title Time to Think “Meta”: A Critical Viewpoint on the Risks and Benefits of Virtual Worlds for Mental Health
title_full Time to Think “Meta”: A Critical Viewpoint on the Risks and Benefits of Virtual Worlds for Mental Health
title_fullStr Time to Think “Meta”: A Critical Viewpoint on the Risks and Benefits of Virtual Worlds for Mental Health
title_full_unstemmed Time to Think “Meta”: A Critical Viewpoint on the Risks and Benefits of Virtual Worlds for Mental Health
title_short Time to Think “Meta”: A Critical Viewpoint on the Risks and Benefits of Virtual Worlds for Mental Health
title_sort time to think meta a critical viewpoint on the risks and benefits of virtual worlds for mental health
url https://games.jmir.org/2023/1/e43388
work_keys_str_mv AT vincentpaquin timetothinkmetaacriticalviewpointontherisksandbenefitsofvirtualworldsformentalhealth
AT manuelaferrari timetothinkmetaacriticalviewpointontherisksandbenefitsofvirtualworldsformentalhealth
AT harmehrsekhon timetothinkmetaacriticalviewpointontherisksandbenefitsofvirtualworldsformentalhealth
AT sohamrej timetothinkmetaacriticalviewpointontherisksandbenefitsofvirtualworldsformentalhealth