Immersive Virtual Reality Applications for Mental Health Awareness: A Case Study Using 3d Narrative Boards

Authors

Najjah Thuwaibah Mohd Kudhri

Faculty of Information and Communication Technology, Universiti Teknikal Malaysia Melaka, 76100 Durian Tunggal, Melaka (Malaysia)

Shafina Abd Karim Ishigaki

Pervasive Computing and Educational Technology, Department of Media Interactive, Fakulti Teknologi Maklumat dan Komunikasi, Universiti Teknikal Malaysia Melaka, 76100 Durian Tunggal Melaka (Malaysia)

Fatin Aliah Binti Yahya

Pervasive Computing and Educational Technology, Department of Media Interactive, Fakulti Teknologi Maklumat dan Komunikasi, Universiti Teknikal Malaysia Melaka, 76100 Durian Tunggal Melaka (Malaysia)

M. Shahkhir Mozamir

Faculty of Information and Communication Technology, Universiti Teknikal Malaysia Melaka, 76100 Durian Tunggal, Melaka (Malaysia)

Nurul Husna Mohd Husni

Counselor, Student Development Section, Universiti Kuala Lumpur, 81750 Masai Johor (Malaysia)

Muhammad Ismat Abdul Hadzirin

Exverses, M-City, 50450, Ampang, Kuala Lumpur (Malaysia)

Article Information

DOI: 10.47772/IJRISS.2025.91100398

Subject Category: Computer Science

Volume/Issue: 9/11 | Page No: 5036-5046

Publication Timeline

Submitted: 2025-11-24

Accepted: 2025-11-30

Published: 2025-12-12

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.

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