Virtual Reality Games and their Relationship to Mental Health of Adolescents
DOI:
https://doi.org/10.35875/czhgcs09Keywords:
Virtual Reality Games, Mental Health, AdolescentsAbstract
Objectives: This study aimed to examine the relationship between virtual reality (VR) games and mental health among adolescents, highlighting the significance of understanding the potential psychological impacts of this emerging digital activity.
Methodology: A descriptive correlational approach was used. The study sample consisted of 150 male and female adolescents who played VR games at centers offering these games in Amman. To achieve the study’s objectives, two validated and reliable tools were used: the Mental Health Inventory-18 and the Post-VR Questionnaire. Data were analyzed using the Statistical Package for the Social Sciences (SPSS).
Findings: The level of VR game use among adolescents was high. A direct relationship was found between VR game use and both behavioral control and positive affect. An inverse relationship was found between VR game use and anxiety and depression. No statistically significant differences were found in VR game use or mental health variables based on gender, age, economic status, family marital status, or parental education level.
Implications: The findings suggest that VR games may have both beneficial and protective effects on certain aspects of adolescent mental health, such as reducing anxiety and depression and enhancing behavioral control. These results contribute to a broader understanding of how digital technologies influence adolescent well-being and may inform mental health practitioners, educators, and policymakers about the potential of VR as a supportive tool.
Conclusions: The study highlights the complex interplay between VR gaming and adolescent mental health, reinforcing the importance of further research to explore long-term impacts and practical applications.





