Virtual Humans in Virtual Reality Mental Health Research: Systematic Review.

IF 1.8
JMIR XR and spatial computing Pub Date : 2025-10-08 eCollection Date: 2025-01-01 DOI:10.2196/75087
Shu Wei, Daniel Freeman, Aitor Rovira
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Abstract

Background: Virtual reality (VR) is showing increasing promise for assessing, understanding, and treating mental health difficulties. Virtual humans (VHs) represent a key aspect within many VR mental health applications. While VHs can play diverse roles and display varied characteristics, their design and influence have rarely been the primary focus of mental health research.

Objective: We aimed to carry out a systematic review of how VHs in immersive VR have been used in applications for mental health, focusing on their roles and interaction types, and the human characteristics being tested.

Methods: Following the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines, we searched PubMed, MEDLINE, PsycINFO, Scopus, and Web of Science, using defined keyword combinations involving VR, VHs, and mental health. Eligible studies included peer-reviewed research using immersive VR with VHs in a mental health context, without restrictions on study design or population. We excluded nonimmersive VR, nonmental health applications, and papers without empirical data. Data were synthesized narratively, and a taxonomy to categorize VHs that we developed was used.

Results: A total of 79 studies met all eligibility criteria. VHs were most frequently applied in studies on social anxiety (n=18), eating disorders (n=18), and psychosis (n=15). They were primarily used as active social interaction partners (n=40), as part of virtual crowds (n=16), and as virtual bodies for participants (n=23). Explicit interactions dominated active partner studies, while implicit and passive or no interactions were prevalent in crowd and body studies. Over half of the studies (n=44) varied the VH characteristics, with body size and gender being the most common variables, and personality was explored in fewer studies (n=5). Only a limited number of studies provided detailed descriptions of VH appearance and behavior, with some including still images and videos.

Conclusions: VHs are versatile tools to be used within VR mental health applications, but their design features are inconsistently reported and insufficiently examined in relation to intervention outcomes. Evidence is limited by heterogeneity in study aims, designs, and populations, and by incomplete reporting of VH characteristics, which constrains replication and cross-study comparison. Standardized reporting and systematic investigations of VH design are needed to optimize their roles in evidence-based mental health applications.

Abstract Image

Abstract Image

虚拟现实中的虚拟人心理健康研究:系统综述。
背景:虚拟现实(VR)在评估、理解和治疗心理健康困难方面显示出越来越大的希望。虚拟人(VHs)是许多虚拟现实心理健康应用中的一个关键方面。虽然VHs可以扮演不同的角色并表现出不同的特征,但它们的设计和影响很少成为心理健康研究的主要焦点。目的:我们旨在对沉浸式VR中VHs在心理健康应用中的应用进行系统综述,重点关注它们的作用和交互类型,以及被测试的人类特征。方法:根据PRISMA(系统评价和荟萃分析的首选报告项目)指南,我们搜索PubMed, MEDLINE, PsycINFO, Scopus和Web of Science,使用涉及VR, VHs和心理健康的定义关键词组合。符合条件的研究包括同行评议的研究,在心理健康背景下使用身临其境的VR和VHs,不受研究设计或人群的限制。我们排除了非沉浸式VR、非心理健康应用和没有经验数据的论文。数据以叙述的方式合成,并使用了我们开发的VHs分类方法。结果:共有79项研究符合所有入选标准。VHs最常用于社交焦虑(n=18)、饮食失调(n=18)和精神病(n=15)的研究。他们主要被用作积极的社会互动伙伴(n=40),作为虚拟人群的一部分(n=16),以及作为参与者的虚拟身体(n=23)。外显互动在主动伴侣研究中占主导地位,而内隐和被动或无互动在人群和身体研究中普遍存在。超过一半的研究(n=44)改变了VH的特征,体型和性别是最常见的变量,而较少的研究(n=5)探讨了个性。只有少数研究提供了VH外观和行为的详细描述,其中一些包括静态图像和视频。结论:VHs是虚拟现实心理健康应用中使用的多功能工具,但其设计特征的报道不一致,并且与干预结果的关系没有得到充分的研究。由于研究目的、设计和人群的异质性,以及VH特征报告的不完整,限制了复制和交叉研究比较,证据受到限制。需要对VH设计进行标准化报告和系统调查,以优化其在循证精神卫生应用中的作用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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