BACKGROUND
Accumulating evidence supports the use of virtual reality (VR) in mental healthcare. One potential application is as a means to support people in relaxation exercises. Despite studies finding support for the potential of VR to effectively aid in relaxation, its implementation remains limited outside of specialized clinics. Known barriers are insufficient knowledge regarding VR operation, lack of availability of VR relaxation apps tailored to local healthcare systems, and cost concerns. Unfortunately, many VR relaxation applications are designed exclusively for stand-alone headsets, limiting accessibility for a broad audience.
OBJECTIVE
The present study is two-fold. First, participants were asked to evaluate two different stand-alone VR relaxation applications. Second, based on that evaluation and an extensive literature review, a novel smartphone-based VR relaxation application was developed. We specifically opted for a smartphone-based application to limit associated costs for use and increase accessibility for a wider audience.
METHODS
In the evaluative study, 30 participants took part in two separate VR sessions, assessing one of two VR relaxation apps in each session. After each session, participants were presented with open-ended questions to assess their experiences via an online survey tool. These questions explored positive and negative features, shortcomings and suggestions for improvements, and left room for additional remarks concerning the two VR relaxation applications. We analyzed the responses using thematic analysis.
RESULTS
Across both apps, five recurring themes were identified in the participants' answers: Audio, Visuals, Features, Implementation, and Experience. We analyzed the participants' findings and conducted a literature review, which served as the basis for developing the application. The resulting app is a Dutch-language, smartphone-based VR relaxation application, with customization options including three types of relaxation exercises, two guiding voices, and three different environments. Efforts have been made to ensure maximum variation and dynamism in the environments. Calming music and nature sounds accompany the exercises.
CONCLUSIONS
This study provides insights into key features of VR relaxation applications, which were subsequently used for the development of a novel smartphone-based VR relaxation application. Further research concerning the effectiveness of this app, along with a broader evaluation of the efficacy and user feedback for smartphone-based VR relaxation applications, is recommended. More generally, there is a clear need for more research on the impact of interactivity, biofeedback, and type of environment in VR relaxation.