Commercial Virtual Reality Applications: Impact on Undergraduate Students’ Stress, Mood, and User Perceptions

Abstract Mental health and well-being issues are prevalent in undergraduate students, and universities are struggling to meet demand for services. Virtual reality (VR) interventions have emerged as a tool for mental health and well-being, but research lacks end-user perspective. To examine the impact of engagement with five different virtual reality applications on mood and stress and document the user perception of students, a single group (N = 20), pre-post study design was used to evaluate mood and stress before and after the use of five commercial virtual reality applications. Students completed a visual analog scale for mood (VAS-M) and stress (VAS-S), numerically ranked their perception of each application's potential to contribute to their well-being, and numerically rated how they perceived each application to positively contribute to their well-being if used regularly. Paired samples t-tests for mood and stress revealed statistically significant VAS-M changes for Linelight [t(19) = -3.65, p <.01], MultiBrush [t(19) = -4.01, p <.001], and Nature Treks VR [t(19) = -4.06, p < .001]. Guided Meditation [t(19) = 3.08, p <.01] and Nature Treks VR [t(19) = 3.22, p < .01] yielded statistically significant changes in VAS-S scores. Brief engagement with VR applications shows potential mental health and well-being benefits to undergraduate university students. Additionally, end users perceive multiple commercial applications as holding potential to benefit their mental health and well-being. This suggests commercial VR applications could be offered to undergraduate students as well-being services on university campuses.

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Publication Details

Journal
Journal of Technology in Behavioral Science
Published
2026-07-23
DOI
https://doi.org/10.1007/s41347-026-00677-5
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.00
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article

Commercial Virtual Reality Applications: Impact on Undergraduate Students’ Stress, Mood, and User Perceptions

BS Chad Romoser, Alexandra L. Terrill, Rhonda Nelson
Journal of Technology in Behavioral Science
Virtual Reality Applications and Impacts
article

Commercial Virtual Reality Applications: Impact on Undergraduate Students’ Stress, Mood, and User Perceptions

BS Chad Romoser, Alexandra L. Terrill, Rhonda Nelson
article en

Abstract

Abstract Mental health and well-being issues are prevalent in undergraduate students, and universities are struggling to meet demand for services. Virtual reality (VR) interventions have emerged as a tool for mental health and well-being, but research lacks end-user perspective. To examine the impact of engagement with five different virtual reality applications on mood and stress and document the user perception of students, a single group (N = 20), pre-post study design was used to evaluate mood and stress before and after the use of five commercial virtual reality applications. Students completed a visual analog scale for mood (VAS-M) and stress (VAS-S), numerically ranked their perception of each application's potential to contribute to their well-being, and numerically rated how they perceived each application to positively contribute to their well-being if used regularly. Paired samples t-tests for mood and stress revealed statistically significant VAS-M changes for Linelight [t(19) = -3.65, p <.01], MultiBrush [t(19) = -4.01, p <.001], and Nature Treks VR [t(19) = -4.06, p < .001]. Guided Meditation [t(19) = 3.08, p <.01] and Nature Treks VR [t(19) = 3.22, p < .01] yielded statistically significant changes in VAS-S scores. Brief engagement with VR applications shows potential mental health and well-being benefits to undergraduate university students. Additionally, end users perceive multiple commercial applications as holding potential to benefit their mental health and well-being. This suggests commercial VR applications could be offered to undergraduate students as well-being services on university campuses.

Journal of Technology in Behavioral Science
University of Utah (US), Kean University (US)
Quality Education
Openalex Percentile: Top 7%
Virtual Reality Applications and Impacts
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