Accepted for/Published in: JMIR Mental Health
Date Submitted: Dec 18, 2024
Date Accepted: Apr 24, 2025
Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.
A Mixed Method Experimental Study of a Virtual Reality-Based Cognitive Defusion for Depression and Anxiety in Youth
ABSTRACT
Background:
Third-wave psychological treatments, such as Acceptance and Commitment Therapy (ACT), can be effective for improving depression and anxiety in youth. However, third-wave therapeutic techniques such as cognitive defusion can be abstract, challenging to learn, and difficult to apply in real-world settings. Translating these techniques into virtual reality (VR) may provide interactive, enjoyable, and concrete learning opportunities, potentially enhancing engagement and effectiveness. This study evaluated a novel VR application (‘app’) that translates the technique of cognitive defusion into a brief, gamified VR experience.
Objective:
The objectives of this study were to evaluate the feasibility, acceptability, usability, and safety of the VR cognitive defusion app, examine whether it could improve negative thinking and mood states, and understand how it compared to a non-VR cognitive defusion exercise.
Methods:
In a mixed methods experimental study, 20 young people completed both a VR and audio cognitive defusion exercise in randomized order within a single session. Quantitative state-based measures were taken before and after each exercise, and a qualitative interview at the end focused on how the two experiences compared.
Results:
It was feasible to recruit participants, and all participants completed both exercises and assessments. Both the VR and audio exercise were acceptable to participants, with qualitative themes highlighting a preference for VR due to the novel and engaging format, however there was a need for better guidance and more personalized environments. No severe adverse events were reported, though one participant experienced distress during the VR exercise. Pre-post effects showed improvements in thought discomfort, cognitive defusion, and state anger for both the VR and audio conditions, with the latter showing broader improvements, including thought negativity, rumination, tension, depression, anger, and confusion.
Conclusions:
The VR cognitive defusion app was feasible, safe and acceptable for young people, with potential to enhance mental health treatment through an engaging and enjoyable approach to learning third-wave CBT techniques. While VR was preferred by participants, further refinements could improve effectiveness. Future research should focus on enhancing the VR app design based on user feedback, incorporating audio guidance, and conducting a larger trial in real-world settings to thoroughly evaluate its effectiveness and implementation.
Citation
Request queued. Please wait while the file is being generated. It may take some time.
Copyright
© The authors. All rights reserved. This is a privileged document currently under peer-review/community review (or an accepted/rejected manuscript). Authors have provided JMIR Publications with an exclusive license to publish this preprint on it's website for review and ahead-of-print citation purposes only. While the final peer-reviewed paper may be licensed under a cc-by license on publication, at this stage authors and publisher expressively prohibit redistribution of this draft paper other than for review purposes.