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Integrative Medicine

Meet Me in the Metaverse for Better Mental Health?

The metaverse can offer some unique advantages for mental health care.

Key points

  • The metaverse is promising for the delivery of personalized mental health care
  • The metaverse could solve the problems of accessibility and affordability.
  • The metverse could provide community and consciousness transformation.
  • The metaverse could be a venue for creativity, beauty, and safe treatment while reducing stigma.
iStockphoto/lerbank

At the World Economic Conference in January 2023, while in the metaverse, I explained how we could solve the mental health crisis in it.

The metaverse is a 3D model of the Internet1, where your personal avatar can interact with other avatars on-demand and in a space that can be designed for, among other things, mental health care.

Some people believe that the absence of person-to-person contact will be entirely disadvantageous, but the metaverse can provide many distinct advantages. In fact, it is estimated that in 2026, 25% of people worldwide will spend at least an hour a day in the metaverse.

Accessibility and affordability

The metaverse offers the opportunity for care to be accessible and affordable2. Institutions will not have to pay huge fees to purchase land or to build buildings. Though the initial cost of building a specialized metaverse may be large, the eventual costs over time will be much smaller, and patients can access care whenever needed.

Architecture

When someone's avatar is in a space that is healing, the healing can transfer to the actual person. For example, several studies have demonstrated that nature-based virtual reality transfers from the body that thinks it is in nature to the body that is watching this from a chair3,4. And the Architectural Study Project taught us that architectural principles could influence mental health5. Interiors can also impact mental health, with some people preferring angles and others rounded contours6. Imagine if institutions studied this and flexibly changed their virtual architecture. Imagine if you could customize an environment to look exactly as you wanted.

Consciousness transformation

Virtual reality can be used to create non-ordinary states of consciousness7. And there is extensive evidence to show that mindfulness and transcendental meditative states (which produce non-ordinary states of consciousness) can be helpful at a genetic and cellular level8,9. Mind-altering substances like psychedelics have also positively influenced mental health and immunity10,11. Art that induces these states of consciousness can be presented in the metaverse.

Community

A recent study found that nurturing environments can protect people who are genetically predisposed to depression12. Social support significantly impacts mental health13. The metaverse can be a place where communities gather and people support one another. By creating these environments now, we can replace some of the deterring aspects of Web 2.0.

Personalized care

Metaverse interactions can be an additional form of digital phenotyping, and by understanding user variables, patients can get certain kinds of care that are personally matched to them. Personalized medicine is an increasingly high priority14. The metaverse will allow people to store their data in the metaverse and match this to personalized interventions created in the metaverse. Therapeutic art can be matched to individuals based on their preferences, for example.

Beauty

Viewing beautiful art can decrease stress15. One study showed that after visiting a museum, two emotions, 'absorbed' and 'enlightened,' increased pre-post session disproportionately to the others16. While these are not typical emotions, they certainly would benefit mental health.

Safe context for social anxiety disorder

Interacting with an avatar may decrease social anxiety17. It may also increase the motivation for people to speak to others18. Also, people who are afraid of public speaking may be less anxious if they cannot be seen and instead are represented by an avatar.

Avatars as creative vehicles

One study indicated that if you embody the identity of an eccentric poet, as opposed to a rigid librarian, it can improve your creative abilities19. Also, when you have a negative stereotype about ageing, this can make you age faster20. In the metaverse, your avatar can be a representation of a person that you want to embody. As a result, you may be able to embody the qualities of someone who feels better than you which could improve your mental health.

Stigma reduction

A recent study indicated that VR could reduce the stigma associated with mental illness21. An animated story with a protagonist who experiences stigma associated with mental illness can help. Immersive virtual reality is the only way to reduce stigma, but can help.

These nine advantages are factors that medical systems can leverage when constructing services in the metaverse. Globally, 70% of people with mental illness receive no medical care.22 The metaverse is a potential solution to this lack of access, with several mechanisms that could make a big difference in the lives of people with mental illness.

References

(1) Bhugaonkar, K.; Bhugaonkar, R.; Masne, N. The Trend of Metaverse and Augmented & Virtual Reality Extending to the Healthcare System. Cureus 14 (9), e29071. https://doi.org/10.7759/cureus.29071.

(2) Petrigna, L.; Musumeci, G. The Metaverse: A New Challenge for the Healthcare System: A Scoping Review. J Funct Morphol Kinesiol 2022, 7 (3), 63. https://doi.org/10.3390/jfmk7030063.

(3) Kalantari, S.; Bill Xu, T.; Mostafavi, A.; Lee, A.; Barankevich, R.; Boot, W. R.; Czaja, S. J. Using a Nature-Based Virtual Reality Environment for Improving Mood States and Cognitive Engagement in Older Adults: A Mixed-Method Feasibility Study. Innov Aging 2022, 6 (3), igac015. https://doi.org/10.1093/geroni/igac015.

(4) Croghan, I. T.; Hurt, R. T.; Aakre, C. A.; Fokken, S. C.; Fischer, K. M.; Lindeen, S. A.; Schroeder, D. R.; Ganesh, R.; Ghosh, K.; Bauer, B. A. Virtual Reality for Health Care Professionals During a Pandemic: A Pilot Program. J Prim Care Community Health 2022, 13, 21501319221086716. https://doi.org/10.1177/21501319221086716.

(5) Ramsden, E. Designing for Mental Health: Psychiatry, Psychology and the Architectural Study Project. In Preventing Mental Illness: Past, Present and Future; Kritsotaki, D., Long, V., Smith, M., Eds.; Wellcome Trust–Funded Monographs and Book Chapters; Palgrave Macmillan: Cham (CH), 2019.

(6) Tawil, N.; Sztuka, I. M.; Pohlmann, K.; Sudimac, S.; Kühn, S. The Living Space: Psychological Well-Being and Mental Health in Response to Interiors Presented in Virtual Reality. Int J Environ Res Public Health 2021, 18 (23), 12510. https://doi.org/10.3390/ijerph182312510.

(7) Montes, G. A. Virtual Reality for Non-Ordinary Consciousness. Front Robot AI 2018, 5, 7. https://doi.org/10.3389/frobt.2018.00007.

(8) Tseng, A. A. Scientific Evidence of Health Benefits by Practicing Mantra Meditation: Narrative Review. Int J Yoga 2022, 15 (2), 89–95. https://doi.org/10.4103/ijoy.ijoy_53_22.

(9) Shen, H.; Chen, M.; Cui, D. Biological Mechanism Study of Meditation and Its Application in Mental Disorders. Gen Psychiatr 2020, 33 (4), e100214. https://doi.org/10.1136/gpsych-2020-100214.

(10) Smith, D. T.; Faber, S. C.; Buchanan, N. T.; Foster, D.; Green, L. The Need for Psychedelic-Assisted Therapy in the Black Community and the Burdens of Its Provision. Front Psychiatry 2022, 12, 774736. https://doi.org/10.3389/fpsyt.2021.774736.

(11) Szabo, A. Psychedelics and Immunomodulation: Novel Approaches and Therapeutic Opportunities. Front Immunol 2015, 6, 358. https://doi.org/10.3389/fimmu.2015.00358.

(12) Cleary, J. L.; Fang, Y.; Zahodne, L. B.; Bohnert, A. S. B.; Burmeister, M.; Sen, S. Polygenic Risk and Social Support in Predicting Depression Under Stress. Am J Psychiatry 2023, appiajp21111100. https://doi.org/10.1176/appi.ajp.21111100.

(13) Harandi, T. F.; Taghinasab, M. M.; Nayeri, T. D. The Correlation of Social Support with Mental Health: A Meta-Analysis. Electron Physician 2017, 9 (9), 5212–5222. https://doi.org/10.19082/5212.

(14) Beccia, F.; Hoxhaj, I.; Castagna, C.; Strohäker, T.; Cadeddu, C.; Ricciardi, W.; Boccia, S. An Overview of Personalized Medicine Landscape and Policies in the European Union. Eur J Public Health 2022, 32 (6), 844–851. https://doi.org/10.1093/eurpub/ckac103.

(15) Law, M.; Karulkar, N.; Broadbent, E. Evidence for the Effects of Viewing Visual Artworks on Stress Outcomes: A Scoping Review. BMJ Open 2021, 11 (6), e043549. https://doi.org/10.1136/bmjopen-2020-043549.

(16) Thomson, L. J.; Lockyer, B.; Camic, P. M.; Chatterjee, H. J. Effects of a Museum-Based Social Prescription Intervention on Quantitative Measures of Psychological Wellbeing in Older Adults. Perspect Public Health 2018, 138 (1), 28–38. https://doi.org/10.1177/1757913917737563.

(17) Powers, M. B.; Briceno, N. F.; Gresham, R.; Jouriles, E. N.; Emmelkamp, P. M. G.; Smits, J. A. J. Do Conversations with Virtual Avatars Increase Feelings of Social Anxiety? J Anxiety Disord 2013, 27 (4), 398–403. https://doi.org/10.1016/j.janxdis.2013.03.003.

(18) Yoshida, A.; Kumazaki, H.; Muramatsu, T.; Yoshikawa, Y.; Ishiguro, H.; Mimura, M. Intervention with a Humanoid Robot Avatar for Individuals with Social Anxiety Disorders Comorbid with Autism Spectrum Disorders. Asian J Psychiatr 2022, 78, 103315. https://doi.org/10.1016/j.ajp.2022.103315.

(19) Dumas, D.; Dunbar, K. N. The Creative Stereotype Effect. PLoS One 2016, 11 (2), e0142567. https://doi.org/10.1371/journal.pone.0142567.

(20) Levy, B. Stereotype Embodiment. Curr Dir Psychol Sci 2009, 18 (6), 332–336.

(21) Yuen, A. S. Y.; Mak, W. W. S. The Effects of Immersive Virtual Reality in Reducing Public Stigma of Mental Illness in the University Population of Hong Kong: Randomized Controlled Trial. J Med Internet Res 2021, 23 (7), e23683. https://doi.org/10.2196/23683.

(22) Henderson, C.; Evans-Lacko, S.; Thornicroft, G. Mental Illness Stigma, Help Seeking, and Public Health Programs. Am J Public Health 2013, 103 (5), 777–780. https://doi.org/10.2105/AJPH.2012.301056.

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