TY - JOUR AU - Fujita, Junichi AU - Takayama, Mizuho AU - Kamono, Emi AU - Shinoda, Satoru AU - Yamaguchi, Hiroyuki AU - Moroga, Tomoko AU - Ishii, Mio AU - Miyazaki, Tomoyuki PY - 2025 DA - 2025/5/30 TI - 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 JO - JMIR Form Res SP - e74401 VL - 9 KW - virtual reality KW - social interaction KW - adolescents KW - mental health KW - case series KW - peer support KW - therapeutic facilitation AB - 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. SN - 2561-326X UR - https://formative.jmir.org/2025/1/e74401 UR - https://doi.org/10.2196/74401 DO - 10.2196/74401 ID - info:doi/10.2196/74401 ER -