# Insights From the Nihon Housou Kyoukai’s Virtual Reality–Based Social Interaction Television Program “Project Aliens” for Adolescents With Psychiatric Disorders: Single-Center Case Series Study

**Authors:** Junichi Fujita, Mizuho Takayama, Emi Kamono, Satoru Shinoda, Hiroyuki Yamaguchi, Tomoko Moroga, Mio Ishii, Tomoyuki Miyazaki

PMC · DOI: 10.2196/74401 · JMIR Formative Research · 2025-05-30

## TL;DR

A virtual reality TV program helped adolescents with mental health issues feel less lonely and more resilient by using alien avatars to encourage emotional expression and peer support.

## Contribution

This study introduces a novel VR-based TV program as a mental health intervention for adolescents with psychiatric disorders.

## Key findings

- Participants showed reduced loneliness and improved resilience after engaging in the VR program.
- Qualitative analysis revealed emotional expression and mutual support facilitated by the program’s structure.
- Avatar-based interaction in VR may offer a new approach to mental health care for adolescents.

## Abstract

Virtual reality (VR) technology is emerging as a tool in mental health care, providing a safe space for social interaction and therapeutic engagement. A social VR-based television program broadcast on Japanese public television offers a virtual environment where adolescents with mental health challenges can engage in peer support using alien avatars, reducing barriers to communication and encouraging emotional expression.

This case series aimed to document the psychological trajectories of adolescents with psychiatric disorders participating in a social VR-based television program.

A single-center case series was conducted with 3 adolescents with psychiatric disorders (aged 15, 18, and 19 years) who participated in the social VR-based television program. The study focused on examining patient-reported outcomes (PROs), including psychological measures and qualitative experiences, and clinical observations across program participation and broadcast viewing. Psychological measures, including the Japanese versions of the 3-item Short-Form University of California, Los Angeles Loneliness Scale (UCLA-LS3-J SF-3), the 14-item Resilience Scale, short form (RS-14), and the 9-item Patient Health Questionnaire (PHQ-9), were assessed at 3 time points: baseline, prebroadcast, and postbroadcast. Qualitative analysis of participant dialogue explored themes of self-disclosure, emotional expression, and social dynamics.

Participants showed improvements in loneliness, resilience, and depressive symptoms after participating in the social VR-based program, as indicated by psychological measures and PROs. Qualitative analysis suggested that the structured facilitation embedded in the program enabled participants to express positive and negative emotions, promoting self-reflection and mutual support.

This case series suggests that structured social VR programs can provide a supportive platform for emotional exploration and psychological growth among adolescents with psychiatric disorders. The combination of avatar-based interaThis case series suggests that structured social VR-based programs can provide a supportive platform for emotional exploration and psychological growth among adolescents with psychiatric disorders. The combination of avatar-based interaction and therapeutic facilitation may offer a novel approach to engaging young people in mental health care, particularly during waiting periods for traditional psychiatric services.ction and therapeutic facilitation may offer a novel approach to engaging young people in mental health care, particularly during waiting periods for traditional psychiatric services.

## Full-text entities

- **Diseases:** depressive symptoms (MESH:D003866), Psychiatric Disorders (MESH:D001523)
- **Species:** Homo sapiens (human, species) [taxon 9606]

## Full text

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## Figures

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## References

27 references — full list in the complete paper: https://tomesphere.com/paper/PMC12166319/full.md

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Source: https://tomesphere.com/paper/PMC12166319