INTERNATIONAL JOURNAL OF RESEARCH AND INNOVATION IN SOCIAL SCIENCE (IJRISS)  
ISSN No. 2454-6186 | DOI: 10.47772/IJRISS | Volume IX Issue XI November2025  
Immersive Virtual Reality Applications for Mental HealthAwareness:  
A Case Study Using 3d Narrative Boards  
Najjah Thuwaibah Mohd Kudhri 1, Shafina Abd Karim Ishigaki*2, Fatin Aliah Binti Yahya 2, M.  
4
Shahkhir Mozamir 1, Nurul Husna Mohd Husni 3,Muhammad Ismat Abdul Hadzirin  
1
Faculty of Information and Communication Technology, Universiti Teknikal Malaysia Melaka, 76100  
Durian Tunggal, Melaka, Malaysia.  
2
Pervasive Computing and Educational Technology, Department of Media Interactive, Fakulti  
Teknologi Maklumat dan Komunikasi, Universiti Teknikal Malaysia Melaka, 76100 Durian Tunggal  
Melaka, Malaysia.  
3
Counselor, Student Development Section, Universiti Kuala Lumpur, 81750 Masai Johor, Malaysia.  
4
Exverses, M-City, 50450, Ampang, Kuala Lumpur, Malaysia  
*Correspondence Author  
Received: 24 November 2025; Accepted: 30 November 2025; Published: 12 December 2025  
ABSTRACT  
This paper presents the development and evaluation of an immersive virtual reality (VR) application designed  
to raise mental health awareness through 3D narrative boards. Utilizing Unreal Engine and 3D modeling  
software, we constructed realistic scenarios depicting the lived experiences of individuals facing depression.  
The system enables users to interact with immersive environments from a first-person perspective, with  
narrative elements guiding the user’s understanding of mental health challenges. A usability study was  
conducted involving target users who experienced the VR application and subsequently completed the System  
Usability Scale (SUS) questionnaire. The results demonstrated high usability, user engagement, and strong  
potential for fostering empathy and awareness regarding depression. This research highlights the advantages of  
integrating VR, 3D character animation, and interactive storytelling into educational tools for mental health.  
The findings underscore the effectiveness of applied computer and information science techniques in creating  
impactful health education resources. This approach provides a novel platform for future mental health  
campaigns and represents a significant step towards the digital transformation of public health education.  
Keywords: virtual reality, mental health, depression, 3D narrative boards, user engagement, empathy, applied  
computer science, system usability.  
INTRODUCTION  
Mental health disorders represent one of the most pressing global health challenges of the 21st century. The  
prevalence of conditions such as depression continues to rise, affecting individuals of all ages and contributing  
significantly to the overall burden of disease and disability worldwide (World Health Organization, 2022;  
National Institute of Mental Health, 2023). According to recent estimates, 1020 percent of children and  
adolescents globally experience some form of mental health issue, and one in four children live with a parent  
who has a mental health disorder. The shortage of qualified mental health professionalsin some regions as  
low as one for every 10,000 peoplehas left large segments of the population underserved (World Mental  
Health Day, 2023).  
A critical barrier to addressing mental health needs is the continued lack of public awareness and  
understanding, particularly regarding depression. Depression is often misunderstood as merely persistent  
sadness; however, its symptoms can be subtle, varied, and difficult for both sufferers and observers to  
recognize (Kovacs, 2007). As a result, many individuals go undiagnosed or unsupported, exacerbating their  
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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 computingsuch 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,  
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appetite changes, and loss of interest in activities.  
Traditional mental health awareness efforts often rely on static, 2D representations, such as images and videos,  
to illustrate symptoms and experiences of depression in Figure 1. For instance, posters and infographics depict  
various symptoms and preventive strategies in Figure 2 (a), while animated or explainer videos seek to  
describe how depression affects thoughts and behaviors Figure 2 (b). Although these tools can convey  
information, they may fall short in capturing the emotional depth and day-to-day complexity of living with  
depression.  
Figure 2: Traditional 2D materials illustrating depression symptoms and awarenes  
Recent technological advancements enable the use of fully immersive VR to combine sensory feedback and  
interactive 3D storytelling for mental health awareness. Unlike static images or videos, VR environments  
allow users to interact directly with scenarios that simulate depressive experiences, offering the potential to  
foster empathy and deeper mental health literacy. However, the use of immersive VR remains underutilized in  
mental health education, with most awareness initiatives still relying on conventional, less interactive formats.  
Given these developments, there is an evident need for rigorous empirical assessment of VR-based  
interventions within public health education. This study seeks to investigate the effectiveness of a purpose-  
built VR application featuring 3D narrative boards, aiming to provide a more engaging and empathetic  
learning experience about depression than traditional media. By addressing this research gap, the project  
contributes to the advancement of applied computer science in the realm of mental health awareness and  
supports the design of next-generation educational technologies.  
Recent empirical studies highlight the potential of immersive VR interventions to enhance knowledge,  
empathy, and attitudes toward mental illness. For example, a scoping review by Tay, Xie & Sim (2023)  
reported that AR/VR-based interventions showed positive effects on knowledge (66.7 %), attitudes (62.5 %),  
empathy (100 %), and reduced stigma (71.4 %) for populations engaging with mental health content.  
Similarly, Zare-Bidaki et al. (2022) conducted a pre-post experiment with medical students and found that  
adding a VR simulation module significantly increased empathy and reduced stigma compared to traditional  
methods. Moreover, a recent randomized intervention (Tay et al., 2025) demonstrated that immersive VR  
experiences can shift attitudes and enhance empathy toward individuals with psychotic disorders. In education  
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more broadly, Marougkas et al. (2023) provide a comprehensive review of how learning theories have been  
integrated into VR systems, reinforcing the importance of pedagogical grounding in designing effective VR  
environments.These studies support the rationale that immersive VR has promise not just for usability but for  
meaningful psychological and attitudinal impacts, justifying its exploration in mental health awareness  
contexts.  
METHODOLOGY  
This section details the development methodology for establishing a fully-immersive VR environment aimed  
at raising mental health awarenessparticularly about depressionthrough narrative-driven experiences and  
advanced user interactivity. The methodology emphasizes the technical workflow for creating the virtual  
world, 3D assets, animations, and interactive features.  
Immersive Virtual Reality Environment Development  
The foundational step involved designing a realistic and cohesive virtual environment using advanced 3D  
modeling and game development tools. Blender was employed to create and animate detailed 3D models of  
characters and settings, including the primary character’s home and outdoor scenes. These assets were then  
imported into Unreal Engine, where they were integrated into a vibrant, interactive world enhanced with  
realistic textures, dynamic lighting, and environmental details.  
Figure 3: System architecture for developing and delivering the immersive VR environment.  
To clearly illustrate the development and functionality of the immersive VR environment described in Phase 1,  
the system architecture shown in Figure 3 was implemented. This architecture demonstrates how each core  
componentinput and output devices, audio, and the VR engineintegrates to support the creation and  
operation of the interactive virtual world.  
In this phase, 3D models of characters and environments were created in Blender and then imported into  
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Unreal Engine for further development. The VR engine (Unreal Engine 5) serves as the backbone of the  
system, enabling realistic rendering, animation, and real-time interactivity within the virtual environment. The  
VR platform, as the primary input device, allows users to navigate and interact with the world, engaging with  
narrative boards and other educational elements. Output devices deliver the final immersive experience to the  
user, translating system interactions into interactive VR content. Audio componentsincluding background  
music and sound effectsare synchronized through the architecture to enhance realism and emotional  
engagement.  
This interconnected architecture ensures that 3D assets, user interactions, and contextual storytelling elements  
work seamlessly together, resulting in a cohesive, realistic, and deeply engaging VR environment for mental  
health awareness.  
3D Modeling and Asset Creation  
The creation of the immersive VR environment relied heavily on a robust and detailed 3D modelling and asset  
development process. This began with the use of Blender to model base meshes for all primary characters,  
objects, and environmental features. Each mesh was carefully sculpted and refined to ensure expressive and  
realistic character design, as well as to accurately depict key settingssuch as interior rooms and cityscapes.  
Texturing and rigging were the next critical steps. Realistic surface textures were applied to give each model  
depth and lifelike appearance. Skeletal structures were created for all animated characters, enabling fluid and  
believable movement throughout the virtual environment. Animation preparation involved binding (skinning)  
the characters to their respective skeletons and adding control rigs for natural posing and dynamic in-game  
interactions.  
Once modelling, texturing, and rigging were complete, all assets were imported into Unreal Engine. Here,  
shaders, lighting setups, and physics properties were configured to maximize realism and immersion. Attention  
was also focused on optimizing models to maintain high visual fidelity without sacrificing performance in the  
VR setting. Figure 4 shows the entry screen highlighting the focus on raising mental health awareness using  
virtual reality and 3D narrative boards. Meanwhile, Figure 5 shows an in-game environment demonstrating the  
consultation scene and Figure 6 shows the outdoor scenario showing the primary character and narrative board  
that guides users through the emotional journey of the character and contextualizes the user’s experience in the  
environment.  
Figure 4: Main page of the VR application.  
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Figure 5: In game environment  
Figure 6: Outdoor scenario.  
Throughout these stages, careful attention was placed on asset optimization to ensure smooth real-time  
interaction, seamless transitions, and an immersive, engaging user experience. This systematic approach to 3D  
modelling and asset creation laid a strong foundation for the narrative and educational goals of the project.  
Animation and Real-Time Interactivity  
The final phase of the development process focused on animating the VR environment and enabling real-time  
user interactivity to create an engaging and immersive experience. Animation workflows were carried out  
using Unreal Engine’s comprehensive toolset. Level Sequences provided a timeline-based editing environment  
for orchestrating complex character actions, environmental transitions, and the flow of narrative events. By  
setting keyframes, animators defined natural poses and transitions, ensuring the depiction of lifelike movement  
and genuine emotional responses from the characters.  
To enhance interactivity, Unreal Engine’s Blueprint visual scripting system was implemented. This enabled  
objects and characters within the virtual scene to dynamically respond to user input and environmental triggers  
similar to prior work exploring natural and voice-based interaction in mixed reality environments (Ishigaki et  
al., 2024). For example, users could initiate conversations, trigger visual cues, or influence in-game events  
through their actions, making the environment responsive and participatory.  
The result is a richly animated and interactive virtual world where users are not passive observers but active  
participants in the mental health awareness journey. Figure 7 illustrates a user interacting in real time with the  
environment and virtual characters within the scene. This integration of animation and interactive elements  
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provides a seamless narrative flow, immersing users in the educational content and deepening their  
understanding of mental health experiences.  
Figure 7: Real-time user interaction with a virtual character in the VR environment.  
Evaluation and Data Collection  
The evaluation of the immersive VR application was conducted as a pilot usability study to assess the system’s  
functionality and user experience. A total of 31 participants which are students and young adults were invited  
to experience the VR environment, after which they completed the System Usability Scale (SUS)  
questionnaire. The SUS is a standardized 10-item tool widely used to measure perceived usability, learnability,  
and system integration. This initial evaluation provided baseline evidence of the system’s ease of use and  
potential for broader application.  
In addition to usability, participants were asked to provide open-ended feedback regarding engagement,  
perceived empathy, and clarity of the narrative content. These qualitative insights complemented the SUS  
scores by highlighting user perceptions of the application’s educational value.  
Limitations and Future Evaluation Plan  
It is important to note that this study focused only on usability; therefore, no direct pre/post measures of mental  
health awareness, empathy, or attitudinal change were included. As such, the findings should be interpreted as  
preliminary and exploratory. To strengthen future evaluations, additional validated instruments are  
recommended, such as:  
Mental Health Knowledge Schedule (MAKS) to assess knowledge and awareness.  
Empathy Quotient (EQ) to measure changes in empathy.  
Attitude Toward Mental Health Questionnaire (ATMHQ) to capture shifts in perception and stigma.  
Future studies should also adopt a mixed-methods approach, combining quantitative questionnaires with  
qualitative interviews or focus groups to provide deeper insights into user experiences and long-term  
impact.  
RESULTS  
The effectiveness and usability of the immersive VR mental health awareness system were evaluated using the  
System Usability Scale (SUS) as shown in Table 1, a standardized user experience assessment tool. After  
exploring the VR environment, participants completed the 10-item SUS questionnaire, rating aspects such as  
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ease of learning, efficiency, confidence in use, and overall satisfaction.  
Table 1: System Usability Scale (SUS) Statements  
No  
1
Statement  
I found the system too complex.  
2
I would like to use this system often.  
I would need help from a technical person to use this system.  
I found the system easy to use.  
3
4
5
I found too much inconsistency in this system.  
I found the functions in this system well integrated.  
I found the system awkward to use.  
6
7
8
I would learn to use this system very quickly.  
I needed to learn a lot before I could use this system.  
I felt very confident using the system.  
9
10  
The SUS results indicate that users generally perceived the VR system as simple, manageable, and not  
technically demanding. Negatively worded items such as “I found the system too complex” (SUS1), “I would  
need help from a technical person to use this system” (SUS3), and “I found too much inconsistency in this  
system” (SUS5) received strong disagreement from participants, showing that they did not view the system as  
confusing or difficult to operate. Similarly, SUS7 and SUS9 also reflected that users did not experience  
awkwardness or require extensive learning to use the system effectively.  
Meanwhile, positively worded items such as “I would like to use this system often” (SUS2), “I found the  
system easy to use” (SUS4), “I found the functions in this system well integrated” (SUS6), “I would learn to  
use this system very quickly” (SUS8), and “I felt very confident using the system” (SUS10) received moderate  
scores. This suggests that although the system is generally easy to use, participants may not consider it as a  
tool intended for long-term or repeated use, which is typical for VR applications developed for awareness and  
educational purposes.  
Overall, the SUS findings support the reviewer’s observation that the system demonstrates high usability,  
strong integration of functions, and an intuitive interface that allows users to focus on the narrative and  
emotional elements of the experience without distraction.  
Figure 8: System Usability Scale (SUS) results, displaying participant responses for each usability component.  
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These findings support the primary hypothesis that a well-designed immersive VR system can be accessible  
and educational for a broad audience. The positive evaluationsparticularly regarding system simplicity and  
integrationcorroborate the effectiveness of the development approach. Compared with traditional 2D  
materials, participants reported that VR’s interactivity and immersive narrative provided greater engagement  
and clarity regarding mental health experiences.  
It should be noted that the study’s scope is limited by its specific participant demographic and testing setting.  
Broader validation across multiple user groups and longer-term studies could offer further insights into system  
usability and impact. Additionally, the current results primarily reflect immediate user reactions; assessing  
knowledge retention and behavioural or empathetic change over time are recommended areas for future  
research.  
In summary, this immersive VR environment shows strong potential as a user-friendly and effective  
educational tool for mental health awareness campaigns, suggesting valuable applications in public health,  
education, and community outreach contexts.  
DISCUSSION  
The reviewer highlighted that the VR application demonstrates high usability and strong potential for  
educational impact. This is supported by the SUS findings, which show that users faced minimal difficulty  
navigating the system and engaging with the narrative. High usability enhances user immersion and allows  
participants to focus on understanding the emotional aspects of depression portrayed in the VR experience.  
This suggests that the system effectively supports mental health awareness by offering an accessible,  
empathetic, and user-friendly learning environment.  
The SUS findings further reinforce the system’s effectiveness, as users reported that the VR application was  
easy to navigate, coherent, and did not require technical support. The strong disagreement with negatively  
worded items indicates that users did not perceive the system as confusing or inconsistent. Although moderate  
scores were recorded for positively worded items, this trend is typical for VR applications intended for short-  
term educational use. Overall, the SUS results validate the system’s usability, supporting the reviewer’s  
observation that the VR design effectively facilitates learning and enhances user engagement in understanding  
mental health issues.  
CONCLUSION  
This study presented the development and pilot evaluation of an Immersive Virtual Reality Applications for  
Mental Health Awareness: A Case Study Using 3D Narrative Boards application designed to raise awareness  
of mental health issues, with a particular focus on depression. The project demonstrated that VR can provide  
an engaging and empathetic learning experience, allowing users to better understand the challenges faced by  
individuals with mental health conditions. Positive feedback from participants suggests that immersive  
approaches may serve as powerful complementary tools to traditional awareness campaigns.  
Despite these achievements, the study had several limitations. The evaluation was limited to usability testing,  
and the VR experience offered only a restricted range of interactive scenarios. Technical challenges such as  
hardware compatibility also affected accessibility. These limitations highlight the need for further refinement  
of the system, broader content development, and more rigorous empirical studies to assess changes in  
awareness, empathy, and attitudes.  
Overall, the project contributes to the growing body of work exploring immersive technologies in mental  
health education aligned with recent XR applications in communication, education, and interactive 3D  
environments (Ishigaki et al., 2024). By making the application publicly accessible, it lays the groundwork for  
wider adoption and further research into how VR can foster understanding, reduce stigma, and promote  
positive mental health awareness across diverse audiences.  
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Ethics Statement  
As this pilot usability study did not involve sensitive personal data or medical interventions, formal ethics  
board approval was not required according to the institutional guidelines of [University Name]. Nevertheless,  
all participants were briefed on the study aims and procedures, and informed consent was obtained prior to  
participation. No generative artificial intelligence (AI) tools were used in the drafting or editing of this  
manuscript.  
ACKNOWLEDGEMENT  
The authors wish to thank Universiti Teknikal Malaysia Melaka (UTeM), the Center for Research and  
Innovation Management (CRIM), the 31 study participants, and an expert consultant for their valuable  
contributions. This study was funded by Universiti Teknikal Malaysia Melaka under grant  
PJP/2024/FTMK/PERINTIS/SA0041.  
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