A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression

This systematic review aims to assess the effectiveness of virtual reality (VR) and gamification interventions in addressing anxiety and depression. The review also seeks to identify gaps in the current VR treatment landscape and provide guidelines for future research and development. A systematic l...

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Main Authors: Nuru Jingili, Solomon Sunday Oyelere, Markus B. T. Nyström, Lina Anyshchenko
Format: Article
Language:English
Published: Frontiers Media S.A. 2023-11-01
Series:Frontiers in Digital Health
Subjects:
Online Access:https://www.frontiersin.org/articles/10.3389/fdgth.2023.1239435/full
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author Nuru Jingili
Solomon Sunday Oyelere
Markus B. T. Nyström
Lina Anyshchenko
author_facet Nuru Jingili
Solomon Sunday Oyelere
Markus B. T. Nyström
Lina Anyshchenko
author_sort Nuru Jingili
collection DOAJ
description This systematic review aims to assess the effectiveness of virtual reality (VR) and gamification interventions in addressing anxiety and depression. The review also seeks to identify gaps in the current VR treatment landscape and provide guidelines for future research and development. A systematic literature search was conducted using Scopus, Web of Science, and PubMed databases, focusing on studies that utilized VR and gamification technology to address anxiety and depression disorders. A total of 2,664 studies were initially identified, 15 of those studies fulfilled the inclusion criteria for this systematic review. The efficacy of VR in addressing anxiety and depression was evident across all included studies. However, the diversity among VR interventions highlights the need for further investigation. It is advised to incorporate more diverse participant samples and larger cohorts and explore a broader spectrum of therapeutic approaches within VR interventions for addressing anxiety and depression to enhance the credibility of future research. Additionally, conducting studies in varying socioeconomic contexts would contribute to a more comprehensive understanding of their real-world applicability.
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spelling doaj.art-b5c0782c4f7849d592e565080ac88c952023-11-07T09:49:02ZengFrontiers Media S.A.Frontiers in Digital Health2673-253X2023-11-01510.3389/fdgth.2023.12394351239435A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depressionNuru Jingili0Solomon Sunday Oyelere1Markus B. T. Nyström2Lina Anyshchenko3Department of Computer Science, Electrical and Space Engineering, Luleå University of Technology, Skellefteå, SwedenDepartment of Computer Science, Electrical and Space Engineering, Luleå University of Technology, Skellefteå, SwedenDepartment of Health, Education and Technology Division, Luleå University of Technology, Luleå, SwedenDepartment of Health, Education and Technology Division, Luleå University of Technology, Luleå, SwedenThis systematic review aims to assess the effectiveness of virtual reality (VR) and gamification interventions in addressing anxiety and depression. The review also seeks to identify gaps in the current VR treatment landscape and provide guidelines for future research and development. A systematic literature search was conducted using Scopus, Web of Science, and PubMed databases, focusing on studies that utilized VR and gamification technology to address anxiety and depression disorders. A total of 2,664 studies were initially identified, 15 of those studies fulfilled the inclusion criteria for this systematic review. The efficacy of VR in addressing anxiety and depression was evident across all included studies. However, the diversity among VR interventions highlights the need for further investigation. It is advised to incorporate more diverse participant samples and larger cohorts and explore a broader spectrum of therapeutic approaches within VR interventions for addressing anxiety and depression to enhance the credibility of future research. Additionally, conducting studies in varying socioeconomic contexts would contribute to a more comprehensive understanding of their real-world applicability.https://www.frontiersin.org/articles/10.3389/fdgth.2023.1239435/fullanxietydepressionvirtual realityrandomized controlled trialsmental health
spellingShingle Nuru Jingili
Solomon Sunday Oyelere
Markus B. T. Nyström
Lina Anyshchenko
A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression
Frontiers in Digital Health
anxiety
depression
virtual reality
randomized controlled trials
mental health
title A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression
title_full A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression
title_fullStr A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression
title_full_unstemmed A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression
title_short A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression
title_sort systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression
topic anxiety
depression
virtual reality
randomized controlled trials
mental health
url https://www.frontiersin.org/articles/10.3389/fdgth.2023.1239435/full
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