Research 1
Virtual Reality for Stress Reduction: Evaluating Strategies and Challenges in Coburg
by Hannah Strauch1, Isabel Schuil1, Jens Grubert2 and Karin Meissner1 (on behalf of the AI4Coping consortium)
1Institute of Applied Health Sciences, Faculty of Applied Natural Sciences and Health, Coburg University of Applied Sciences and Arts, 96450 Coburg, Germany
2Faculty of Electrical Engineering and Computer Sciences, Coburg University of Applied Sciences and Arts, 96450 Coburg, Germany
Cite as: Strauch, H., Schuil, I., Grubert, J. & Meissner, K. (2025). Virtual Reality for Stress Reduction: Evaluating Strategies and Challenges in Coburg. THE MIND Bulletin on Mind-Body Medicine Research, 9(3), X. X
Abstract
With the emergence of new technologies, numerous options for stress management are becoming available. One promising approach to support individuals in coping with stress is virtual reality (VR). A variety of relaxation techniques, such as guided imagery and breathing meditation, have recently been translated into virtual environments, providing easily accessible alternatives to traditional approaches. As studies suggest that VR interventions are effective in reducing stress, the consortium project AI4Coping aims to develop a toolbox for individually adaptive, digitally supported coping strategies. Furthermore, the project evaluates the efficacy of VR interventions across various application fields and addresses the societal, ethical, and economic dimensions that determine its use in the general population.
Keywords: virtual reality, stress reduction, digital health, technology acceptance, mental well-being.
Digital health devices, intelligent virtual assistants, and service robots – new technologies have given rise to a plethora of opportunities to enhance the quality of life and facilitate daily living. On the one hand, digitalization has been shown to engender additional mental stress in some individuals. Constant availability or sensory overload for example have been demonstrated to result in a state of perpetual stress. On the other hand, technological advancements have given rise to numerous strategies for stress management, which are tailored to suit individual needs and preferences. In addition to wearable technology or relaxation apps, virtual reality (VR) emerges as a promising approach for mental health promotion and stress reduction.
Virtual Reality (VR) as a Tool for Stress Reduction
Defining and understanding VR is as complex as the technology itself. Abbas et al. (2023) synthesized prevailing definitions and characterized VR as “a three-dimensional computer-generated simulated environment, which attempts to replicate real world or imaginary environments and interactions, thereby supporting work, education, recreation, and health” (Abbas et al., 2023, p. 7) The potential of VR for mental health has already been evaluated in the treatment of mental disorders, such as through virtual reality exposure therapy for anxiety disorder and posttraumatic stress disorder (Van Loenen et al., 2022; Tan et al., 2025; Deng et al., 2019). Moreover, there is evidence supporting the efficacy of VR interventions in mitigating stress levels in individuals with mental health disorders (Riches et al., 2023) and in the general population (Riches et al., 2021; Velana et al., 2022).
In the context of stress reduction, a range of approaches have been developed for adapting relaxation techniques and coping mechanisms in virtual environments. Among these approaches, guided imagery as well as breathing and meditation exercises have gained notable popularity in recent years (Ladakis et al., 2024).
AI4Coping: Creating Methods for individual Stress Management in Coburg
The consortium project “Artificial Intelligence for Sustainable Support in Stress Management” (AI4Coping) aims to investigate the potential of new technologies, particularly VR, to reduce stress and improve well-being. In addition to assessing effectiveness, the project also addresses the societal, ethical, and economic dimensions of such interventions, with a particular focus on acceptance. Furthermore, the project aims to provide evidence-based recommendations for the sustainable and responsible implementation of VR-driven health applications. The overarching aim of AI4Coping is to develop a toolbox providing individually adaptive, digitally supported coping strategies to foster and facilitate the sustainable and responsible use of emerging health technologies.
The project is divided into five work packages. Firstly, there is the technical part, which includes developing a toolbox containing multimodal XR- and VR-based health applications to help people cope with stress. The second package involves evaluating a VR-based intervention for reducing Public Speaking Anxiety. The third work package is related to virtual forest bathing for people with restricted mobility, with the aim of reducing their stress levels and increasing their sense of well-being. The fourth working package concentrates on kitchen hygiene training using VR-based instruction to increase competence and reduce the fear of contamination. The fifth work package focuses on social and ethical aspects as well as acceptance levels in the society regarding VR-based health applications. Fig. 1 provides an overview of the work packages of AI4Coping.
Fig. 1. The project AI4Coping. This figure provides an overview of the work packages included in the AI4Coping project at the Coburg University of Applied Sciences and Arts, which investigates the use of virtual reality for stress reduction
Initial findings have already been obtained. To identify potential predictors of the stress-reducing effects of VR interventions, a systematic review and meta-analysis of 41 Randomized Controlled Trials (RCT) has been conducted (Strauch et al., submitted). The most commonly used VR intervention in the RCTs was nature exposure. The meta-analysis, which included 29 RCTs, demonstrated the significant benefits of VR interventions on stress levels, positive affect, and symptoms of anxiety and depression (all p-values <.001). No significant intervention effects were found for physiological stress parameters. In addition, the meta-analysis identified a higher age of the target population, a repeated application of VR sessions, and a higher immersion level in VR as key predictors of the intervention effectiveness in reducing stress.
The first intervention study of AI4Coping has also been finalized. The main objective of this randomized controlled trial (RCT) was to examine whether olfactory stimulation enhances the stress-reducing effects of virtual forest bathing (Schuil et al., submitted). Results showed that questionnaire-based psychological stress parameters improved significantly through the VR forest bathing intervention compared to the active control condition (2D forest bathing) and the passive control (grey screen). However, olfactory stimulation did not demonstrate an additional stress-reducing effect.
The Potential of VR interventions
The presented results align with recent research highlighting the great potential of VR interventions in reducing stress (Ladakis et al., 2024; Lee et al., 2022; Xu et al., 2024). As shown in our systematic review and meta-analysis, nature-based VR experiences are frequently used and have proven effective in stress reduction. Moreover, the almost limitless possibilities for creating immersive virtual environments, combined with their accessibility regardless of location, make VR a particularly powerful and scalable component of future digital health strategies. By offering immersive and controllable environments, VR allows users to disengage from real-world stressors, immerse themselves in diverse virtual settings, and engage in guided relaxation, mindfulness, or exposure-based exercises. Especially for hospital patients and older adults, VR may represent a valuable therapeutic tool. In a subsequent study within the AI4Coping project, the effectiveness of a VR forest-bathing intervention enriched with mindfulness exercises will be evaluated among neurological patients in early-stage rehabilitation in an acute-care hospital setting. In the long term, if the mindfulness-based VR intervention proves effective in reducing stress and improving well-being, it could be implemented across various target groups, including patients undergoing surgery or chemotherapy, older adults, and people without access to real natural environments.
Within the AI4Coping project, VR will also be used for presentation training to potentially reduce public speaking anxiety. The objective of this study is to examine the efficacy of an immersive, VR-based visualization intervention in reducing public speaking anxiety and enhancing performance, while also exploring the role of VR-induced presence in its effectiveness. The intervention, which involves a VR visualization of a successful speech in front of a virtual audience combined with positive affirmations, represents a novel approach in this field and holds considerable potential for applications in clinical and non-clinical settings.
A distinct part of the project focuses on kitchen hygiene training using a VR intervention. The aim of this study is to evaluate whether VR-based hygiene training is more effective in improving hygiene competence than conventional training and to identify potential influencing factors.
The Challenge of Providing, Acceptance, and Intention of Use
The application areas of VR interventions to reduce mental stress and promote well-being are wide-ranging. In order to fully exploit the potential of VR for individual stress reduction, it is crucial to make this technology accessible and to promote its use. Beyond effectiveness, the application and use of VR interventions for stress reduction are driven by acceptance and willingness to use among providers and end users. While studies suggest the acceptance of VR in therapeutic contexts (Waldmann & Seidel, 2019), the factors determining its use for stress reduction in private settings remain largely unexplored (Janzik, 2022). According to theoretical technology acceptance models such as TAM (Davis, 1987) and UTAUT (Venkateh & Davis, 2022), factors such as perceived usefulness, ease of use, and general attitudes toward using VR may determine the level of acceptance and, consequently, its use for stress reduction. On the one hand, a lack of personal, financial, or time resources to acquire VR technology, insufficient experience and knowledge, or doubts about its effectiveness constitute barriers at the provider level. On the other hand, there are certain barriers on the part of end users, such as limiting health conditions, individual needs, or personal values and attitudes (Kouijzer et al., 2023). Moreover, ethical issues, such as the risk of manipulation, questions of equity, and other related concerns, are crucial for the application of new technologies, especially in the field of health care and promotion (Halbig et al., 2022).
Therefore, the acceptance, intention to use, and potential barriers for the application of VR in stress reduction are also being examined within the context of the AI4Coping project. In a first step, the levels of acceptance, intention to use, and their determinants are investigated in the German population through a representative online survey. In a second step, qualitative interviews and focus groups will be conducted to explore ways to alleviate concerns and facilitate the implementation of VR technologies for individual stress reduction.
Conclusion and Outlook
As new technologies are increasingly integrated into health care and health promotion, their potential for improving individual well-being is substantial. The benefit, especially for reducing perceived stress, could be enhanced by providing targeted solutions that consider individual needs and conditions, while also addressing current concerns and barriers to use. However, further research is warranted. The project AI4Coping in Coburg seeks to contribute to this effort by advancing innovative approaches to strengthen overall mental health.
Author Contributions: Conceptualization, investigation, writing: H.S. & I.S.; review and editing: K.M. & J.G.; All authors have read and agreed to this version of the manuscript.
Institutional Review Board Statement: Not applicable.
Informed Consent Statement: Not applicable.
Data Availability Statement: No data was used in this commentary article.
Conflicts of Interest: The authors declare no conflicts of interest.
Funding: This research was funded by the Bavarian State Ministry of Science and the Art (StMWK)—grant No. H.2-F1116.CO/52/2 of the Collaborative Research Project “AI4Coping – Artificial Intelligence for Sustainable Support in Stress Management” (Speaker: Prof. Dr. Karin Meissner; Co-Speaker: Prof. Dr. Jens Grubert).
References
Abbas, J. R., O'Connor, A., Ganapathy, E., Isba, R., Payton, A., McGrath, B., Tolley, N. & Bruce, I. A. (2023). What is Virtual Reality? A healthcare-focused systematic review of definitions. Health Policy and Technology, 12(2), 100741, https://doi.org/10.1016/j.hlpt.2023.100741.
Davis, F. (1987). User acceptance of information systems: the technology acceptance model (TAM).
Deng, W., Hu, D., Xu, S., Liu, X., Zhao, J., Chen, Q., Liu, J., Zhang, Z., Jiang, W., Ma, L., Hong, X., Cheng, S., Liu, B. & Li, X. (2019). The efficacy of virtual reality exposure therapy for PTSD symptoms: A systematic review and meta-analysis. J Affect Disord, 257, 698–709. PMID:31382122
Halbig, A., Babu, S.K., Gatter, S., Latoschik, M.E., Brukamp, K. & von Mammen, S. (2022) Opportunities and Challenges of Virtual Reality in Healthcare – A Domain Experts Inquiry. Front. Virtual Real., 3, 837616. doi: 10.3389/frvir.2022.837616
Janzik, R. (2022). Mediennutzung und virtuelle Realität. Wiesbaden: Springer Fachmedien Wiesbaden. https://doi.org/10.1007/978-3-658-37224-8
Kouijzer, M.M.T.E., Kip, H., Bouman, Y.H.A. & Kelders, S.M. (2023). Implementation of virtual reality in healthcare: a scoping review on the implementation process of virtual reality in varius healthcare settings. Implementation Science Communications, 4(67). https://doi.org/10.1186/s43058-023-00442-2
Ladakis, I., Filos, D. & Chouvarda, I. (2024). Virtual reality environments for stress reduction and management: a scoping review. Virtual Reality, 28(50), https://doi.org/10.1007/s10055-024-00943-y
Lee, M., Kim, E., Choe, J., Choi, S., Ha, S., & Kim, G. (2022). Psychological Effects of Green Experiences in a Virtual Environment: A Systematic Review. Forests, 13(10), Article 10. https://doi.org/10.3390/f13101625
Riches, S., Jeyarajaguru, P., Taylor, L., Fialho, C., Little, J., Ahmed, L., O’Brien, A., van Driel, C., Veling, W. & Valmaggia, L. (2023). Virtual reality relaxation for people with mental health conditions: a systematic review. Soc Psychiatry Psychiatr Epidemiol, 58(7), 989–1007. doi:10.1007/s00127-022-02417-5
Riches, S., Azevedo, L., Bird, L., Pisani, S. & Valmaggia, L. (2021). Virtual reality relaxation for the general population: a systematic review. Soc Psychiatry Psychiatr Epidemiol, 56(10), 1707–1727. doi:10.1007/s00127-021-02110-z
Tan, Y.L., Chang, V.Y.X., Ang, W.H.D., Ang, W.W. & Lau, Y. (2025). Virtual reality exposure therapy for social anxiety disorders: a meta-analysis and meta-regression of randomized controlled trials. Anxiety Stress Coping, 38(2), 141–160. PMID:39161295
Van Loenen, I., Scholten, W., Muntingh, A., Smit, J. & Batelaan, N. (2022). The The effectiveness of virtual reality exposure–based cognitive behavioral therapy for severe anxiety disorders, obsessive-compulsive disorder, and posttraumatic stress disorder: meta-analysis. J Med Internet Res, 24(2):e26736. doi:10.2196/26736
Velana, M., Sobieraj, S., Digutsch, J. & Rinkenauer, G. (2022). The advances of immersive virtual reality interventions for the enhancement of stress management and relaxation among healthy adults: a systematic review. Applied Sciences, 12(14), 7309. doi:10.3390/app12147309
Venkatesh, Morris & Davis. (2003). User Acceptance of Information Technology: Toward a Unified View. MIS Quarterly, 27(3), 425. https://doi.org/10.2307/30036540
Waldmann, G. & Seidel, S. (2019). Virtuelle Realität als neue Chance in der Rehabilitation? Eine Analyse zur Rehabilitanden-Akzeptanz. Prävention und Rehabilitation, 31(07), 83–89. https://doi.org/10.5414/PRX00542
Xu, J., Khanotia, A., Juni, S., Ku, J., Sami, H., Lin, V., Walterson, R., Payne, E., Jo, H., & Rahimpoor-Marnani, P. (2024). Effectiveness of Virtual Reality–Based Well-Being Interventions for Stress Reduction in Young Adults: Systematic Review. JMIR Mental Health, 11(1), e52186. https://doi.org/10.2196/52186
