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ORIGINAL RESEARCH article
Front. Psychol.
Sec. Movement Science
Volume 16 - 2025 | doi: 10.3389/fpsyg.2025.1532753
This article is part of the Research Topic Towards a Psychophysiological Approach in Physical Activity, Exercise, and Sports-Volume IV View all 16 articles
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Objective: This study aimed to investigate the effects of outdoor experiential training on the mental health of college students, specifically focusing on anxiety and fear, through the use of virtual reality (VR) technology.Methods: A total of 104 undergraduate participants (20 males and 35 females in both experimental and control groups) were recruited from our university. Participants, aged 18 to 23, were randomly assigned to an experimental group (n=52) that utilized VR technology for emotional regulation training and a control group (n=52) that underwent traditional relaxation training. All participants had good mental health status and provided written informed consent. The training lasted for 6 months, with 60-minute sessions twice a week. Emotional states were assessed using the SCL-90 scale at baseline, mid-intervention, and post-intervention to evaluate the differences between groups.Results: Statistical analyses using SPSS 25.0 revealed significant reductions in anxiety and fear symptoms among participants in the experimental group compared to the control group. Specifically, anxiety scores decreased from an average rank of 5.36 to 4.59, and fear scores from 4.60 to 3.78 across the intervention phases. The total SCL-90 scores showed a significant improvement, decreasing from 6.39 to 5.41 (p < 0.05). These improvements were most pronounced during the second phase of the intervention, suggesting that repeated exposure to VR scenarios enhances emotional regulation and psychological resilience.Conclusion: The findings strongly indicate that VR technology is effective in alleviating anxiety and fear among college students, suggesting its potential as a viable intervention tool for mental health improvement in educational settings. The immersive nature of VR provides a safe and controlled environment for students to confront and manage their fears, which can be particularly beneficial for those who are reluctant to seek face-to-face counseling.
Keywords: VR gaming, university students, Fear, Anxiety, Mental Health, Empirical study
Received: 22 Nov 2024; Accepted: 28 Mar 2025.
Copyright: © 2025 Qian, Peng, He and Li. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
* Correspondence:
Zhang Qian, Guangxi University of Chinese Medicine, Nanning, 530001, Guangx, China
Anlin Peng, Guangxi University of Chinese Medicine, Nanning, 530001, Guangx, China
Lihua He, Guangxi University of Chinese Medicine, Nanning, 530001, Guangx, China
Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.
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