INTERNATIONAL JOURNAL OF RESEARCH AND INNOVATION IN SOCIAL SCIENCE (IJRISS)
ISSN No. 2454-6186 | DOI: 10.47772/IJRISS | Volume IX Issue XI November2025
condition and diminishing quality of life (Mental Health Foundation, 2022). Traditional outreach campaigns
have largely relied on static, two-dimensional media such as posters or videos to raise awareness, but these
methods often fail to convey the depth and complexity of psychological experiences. This limitation can hinder
the development of empathy and comprehensive understanding among the public or even professionals
(MindOwl, 2024).
Recent advances in computer and information science, particularly the advent of immersive VR technologies,
offer promising alternatives to conventional approaches. VR enables users to interact within highly realistic,
simulated three-dimensional environments, facilitating a level of experiential learning and empathy-building
previously unattainable with traditional media (Goldman, n.d.). Importantly, as Freeman et al. (2017)
emphasize, VR’s ability to create controlled, immersive worlds makes it a powerful tool for targeted
psychological interventions and new learning; these virtual environments can deliver therapeutic strategies that
are difficult or impossible to recreate in real life, with potential for consistent, readily available delivery even
beyond research laboratories, now extending into homes and mental health clinics. While VR has been
increasingly adopted in fields such as gaming, simulation training, and education, its application to mental
health education, and more specifically to public awareness initiatives, remains underexplored. Notably,
relatively few studies have directly assessed the effectiveness of VR as a tool for fostering understanding and
empathy for individuals living with depression (8 Outstanding Video Games that Tackle Mental Health, 2024).
Therefore, this paper addresses the gap by developing and evaluating an immersive VR application that
employ 3D narrative boards to convey the lived experiences of individuals with depression. By enabling users
to engage interactively with narrative-driven scenarios within a virtual space, this approach seeks to bridge the
“empathy gap” often observed in public comprehension of mental health issues.
The primary hypothesis guiding this research is that interactive, narrative-based VR experiences can
significantly enhance mental health awareness and empathy, compared to traditional static media. The study’s
objectives are threefold: (1) to design and implement a VR system integrating 3D narratives representative of
depressive episodes; (2) to evaluate the system’s usability and user engagement among targeted participants;
and (3) to assess the potential of VR-driven interventions for educational and public health campaigns
addressing mental health.
Background Study
VR has evolved markedly over the past few decades, transitioning from early conceptualizations like Morton
Heilig’s Sensorama to sophisticated, consumer-ready headsets. Major breakthroughs in hardware, graphics,
and mobile computing—such as those seen in the Meta Quest 2—have expanded VR’s accessibility and
impact, allowing users to experience fully immersive, interactive 3D environments.
Mental health disorders, notably depression, represent a significant global health concern, impacting thoughts,
emotions, behaviors, and daily functioning across all demographics. Depression, also known as major
depressive disorder, is a prevalent mood disorder marked by persistent feelings of sadness, hopelessness, and
disinterest. Common symptoms include continuous sadness, negative outlook, irritability, loss of interest in
activities, fatigue, sleep disturbances, appetite changes, difficulty concentrating, and thoughts of self-harm.
Figure 1: Examples of 2D images illustrating key signs of depression, including negative outlook, sadness,
Page 5037