Date Presented 04/03/2025
We studied the effect of a 10-15 minute virtual reality (VR) and guided meditation experiences on self-reported stress levels among college students. Both modalities were found to lower reported stress levels. These options support student mental health and well-being.
Primary Author and Speaker: Scott Truskowski
Contributing Authors: Nishi Patel, Aaron Pope
PURPOSE: This study explored the use of fully immersive virtual reality (VR) as a stress reduction intervention for college students in response to the escalating mental health crisis across campuses. The research question guiding the study was: Can virtual reality serve as an effective intervention for immediate stress reduction in college students?
DESIGN: The research design for this study was a randomized controlled trial. This design allowed for the comparison of outcomes between groups receiving different interventions (VR vs. mindfulness meditation) while controlling for potentially confounding variables such as baseline stress levels. A total of 31 participants took part in the study-15 assigned to the VR intervention group using the Oculus Quest 2 VR, and 16 assigned to the non-VR intervention group who listened to a 10-minute mindfulness meditation recording.
METHOD: All participants completed two assessment tools: 1) the Perceived Stress Scale, a self-report scale measuring the perception of stress in the past month. The PSS-10 has been widely used and validated in previous research studies; and 2) a self-reported rating of stress- a five-point ordinal scale developed for the current project.
RESULTS: All three statistical tests showed a significant decrease in stress after the Audio treatment (p= 0.001). The VR treatment also significantly reduced stress (p= 0.0391). There was no significant difference between the two treatment types (p= 0.4363).
CONCLUSION: The study design and intervention methods allowed us to answer the research question. Impact statement: when college students have accessible stress-relief options they are likely to utilize them to positive effect. This suggests that providing multiple accessible interventions-whether advanced technology like VR or simpler audio solutions-can effectively support students’ mental health and well-being on campuses in diverse and personalized ways.
References
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