
BACKGROUND Online virtual worlds are platforms that allow users, represented as avatars, to meet and interact with other users in real time within 3D virtual environments. These platforms have potential utility as vehicles to deliver/receive clinical services, especially as a preference to video-conferencing-based telehealth. However, commercial virtual worlds (e.g.,“Second Life”) are often deemed unsuitable due to privacy and safety concerns. OBJECTIVE The aim of this study was therefore to co-develop and test a bespoke virtual world platform to deliver routine youth mental health services. METHODS We undertook a participatory-design process to develop the platform (Orygen Virtual Worlds) involving 10 young people with lived experience of mental health difficulties, researchers, software designers and mental health clinicians. We then tested two types of clinic-led interventions delivered through the virtual world (a structured therapy group and an individual therapy) in a public youth mental health service setting in Australia. Participants were patients receiving treatment in the service. The main outcomes were acceptability and feasibility; we also measured symptom change, usability, presence and therapeutic alliance. We conducted qualitative interviews post-intervention with the participants and analysed these interviews using thematic analysis. RESULTS 15 young people were recruited to the structured group (27% consented from referred) and 8 were recruited to the individual therapy (36% consented from referred). Drop out was higher in the individual therapy than the structured group therapy (38% versus 80%). Acceptability ratings were high for both therapy approaches and there were no significant safety events attributed to using the platform. There were no significant pre-post differences in the symptom outcome measures in either the structured group intervention or individual therapy. The platform was perceived as being comfortable and safe, enjoyable, fun and interactive, and was not confusing to navigate or difficult to use. The qualitative themes included the platform being fun and engaging, making treatment more accessible, providing a safe and inclusive place, fostering connections, positively impacting wellbeing and providing a catalyst for real life functional change. Young people perceived decreased barriers, increased comfort with help-seeking and reduced social stress facilitated by the avatar, communication options (emoji, text, voice) and accessibility from home. CONCLUSIONS Our findings indicate that online virtual world platforms, such as the one we have designed, hold considerable promise for providing interventions for young people in clinical services. Virtual worlds can provide fun and engaging experiences of therapeutic interventions for young people with mental health difficulties which are safe and inclusive, especially for harder to reach groups.
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