A brief Virtual Reality Intervention to promote well-being and resilience among University Students
Discuss this preprint
Start a discussion What are Sciety discussions?Listed in
This article is not in any list yet, why not save it to one of your lists.Abstract
Recently, there has been a growing need for interventions that promote mental well-being and resilience against stress among university students. Digital interventions, including immersive virtual reality (VR) programs, have shown potential in enhancing well-being and engagement, especially in younger generations. The present study aims at evaluating the effects of a brief VR assisted intervention using a new software “H.O.M.E. Positivity 2.0 for the promotion of resilience (RS-14), psychological well-being (PWB) and positive emotions (PA), among university students. This pilot study included 18 university students, who received six counselling sessions integrated with the use of VR delivered at the campus mental health services. They were assessed before, after the intervention and at 3-month follow-up with Ryff’ psychological well-being scale, with Positive and Negative Affect Scale and Resilience Scale. The results showed a significant increase in all dimensions of the PWB, particularly in environmental mastery after the intervention at the follow-up. There was also a significant increase in Resilience and Positive Affect (PA) scores. Although negative emotions (NA) decreased, this change was not statistically significant. Overall, this brief protocol appeared to be a promising and effective approach for promoting well-being and resilience among university students, employing innovative and user-engaging VR-software.