@Article{info:doi/10.2196/74401, author="Fujita, Junichi and Takayama, Mizuho and Kamono, Emi and Shinoda, Satoru and Yamaguchi, Hiroyuki and Moroga, Tomoko and Ishii, Mio and Miyazaki, Tomoyuki", title="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", journal="JMIR Form Res", year="2025", month="May", day="30", volume="9", pages="e74401", keywords="virtual reality; social interaction; adolescents; mental health; case series; peer support; therapeutic facilitation", abstract="Background: 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. Objective: This case series aimed to document the psychological trajectories of adolescents with psychiatric disorders participating in a social VR-based television program. Methods: 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. Results: 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. Conclusions: 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. ", issn="2561-326X", doi="10.2196/74401", url="https://formative.jmir.org/2025/1/e74401", url="https://doi.org/10.2196/74401" }