Mental health issues are a major challenge for college students, with social anxiety disorder being common, leading to avoidance and fear of negative judgment. Digital interventions using virtual reality (VR) show promise by providing immersive and controlled environments. This work explores how a VR-CBT (Virtual Reality Cognitive Behavioral Therapy) game can effectively convey CBT concepts while addressing design challenges. Twelve college students aged 18–25 tested the artifact, completing pre and post-intervention questionnaires and a semi-structured interview. Findings indicate positive experiences, improved CBT knowledge, and increased mental health literacy. While refinements and long-term evaluation are needed, this study highlights the potential of VR-CBT as a tool for social anxiety in college contexts.

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Social Anxiety in VR-CBT: Insights for College Students

  • Élton Camacho,
  • Pedros Campos,
  • Paulo Bala

摘要

Mental health issues are a major challenge for college students, with social anxiety disorder being common, leading to avoidance and fear of negative judgment. Digital interventions using virtual reality (VR) show promise by providing immersive and controlled environments. This work explores how a VR-CBT (Virtual Reality Cognitive Behavioral Therapy) game can effectively convey CBT concepts while addressing design challenges. Twelve college students aged 18–25 tested the artifact, completing pre and post-intervention questionnaires and a semi-structured interview. Findings indicate positive experiences, improved CBT knowledge, and increased mental health literacy. While refinements and long-term evaluation are needed, this study highlights the potential of VR-CBT as a tool for social anxiety in college contexts.