Acceptability and Feasibility of Using Virtual Reality to Address Mental Health Stigma with African American Young Adults

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African Americans are disproportionately affected by mental illness compared to White Americans. Studies have reported that African Americans experience higher levels of mental health-related stigma (MHS) than White Americans, which among other cultural and socioeconomic factors (e.g., cost of healthcare, medical mistrust) may contribute to lower rates of professional mental health service use, limited discussion regarding mental health and increased use of unhealthy coping behaviors for mental illness. Virtual reality (VR), a computer-generated simulation of a three-dimensional image or environment, is emerging as a research tool that has been used to address several mental health conditions (i.e., anxiety, depression). VR has also been used to reduce stigma regarding racial bias, older adults and, more recently, MHS. Few studies have examined how VR can be used to reduce MHS among ethnic minorities. Furthermore, no studies have examined VR use to address MHS with African American young adults. Guided by the Health Stigma and Discrimination Framework, this mixed methods approach study examined acceptability and feasibility of using VR to address MHS among 50 African American young adults aged 18 to 35. Focus groups and two brief surveys were administered to participants. Following discussion, participants performed a daily task while experiencing perceived MHS and common generalized anxiety symptoms (e.g., difficulty concentrating, fatigue) using a VR simulation. Participants endorsed moderate to high levels of MHS during baseline and sightly decreased MHS at post. Following the simulation, participants endorsed high levels of each VR measure (e.g., sense of embodiment and story transportation). Correlational analysis indicated a significant positive relationship between several constructs within each of the framework’s domains and VR measures. Focus group data indicated common themes for each construct within the domains including fears (e.g., judgement, medication), social support (e.g., church, older generations), access to treatment (e.g., cost, availability of same race providers), and cultural/social norms (e.g., dismissive reactions, prayer). Focus group discussions indicated that participants better understood the viewpoint of someone with generalized anxiety following the simulation and endorsed commitment to changing personal MHS. These findings inform the potential design of future VR interventions to reduce MHS among African American young adults.

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Introduction -- Method -- Results -- Discussion

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Ph.D. (Doctor of Philosophy)

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