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A Multi-Perspective Validation of a Gamified Virtual Reality Platform Translating CBT-Informed Techniques

Jul 2026 · Multimodal Technologies and Interaction · 0 citations · 20 references

TL;DR

A structured usability-based validation approach for VR systems translating CBT-informed techniques for non-clinical use is demonstrated and offers practical guidance for the design and evaluation of immersive mental health technologies.

Abstract

Virtual reality (VR) has increasingly been explored to support mental health interventions, including those informed by Cognitive Behavioural Therapy (CBT). However, many VR-based CBT systems report limited usability evaluation and minimal practitioner involvement, raising questions about their applicability beyond clinical settings. This study aimed to conduct a usability-focused validation of a gamified VR platform translating selected CBT-informed techniques for non-clinical use. Selected CBT techniques were implemented as short VR mini-games guided by a design rationale emphasising simplicity, symbolic interaction, and ease of use. A user study involving 58 university students evaluated usability using the System Usability Scale (SUS), ISO 9241-11-informed usability categories, and brief anxiety-related self-report measures. In addition, three psychological practitioners reviewed the platform and assessed therapeutic coherence and design alignment. Findings demonstrated good overall usability, positive immediate experiential responses, and practitioner support for the platform’s therapeutic coherence and suitability as a supportive digital wellbeing tool. The study demonstrates a structured usability-based validation approach for VR systems translating CBT-informed techniques and offers practical guidance for the design and evaluation of immersive mental health technologies.

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