VR in education
● SARS-CoV-2 virus has changed our daily personal and professional lives in an unprecedented manner; several studies have already reported significant impacts on the mental and physical health of the global population.
● Covid-19 patients and Healthcare Workers (HCW) have identified the categories with the highest risk of suffering mental health consequences that were directly caused by the pandemic.
● The Covid-19 pandemic and ensuing containment measures (lockdown, quarantine, self-isolation, social distancing) have resulted in negative outcomes on public mental health, including “stress, depression, irritability, insomnia, fear, confusion, anger, frustration, boredom, and stigma associated with quarantine, some of which persisted after the quarantine was lifted”.
● The closure of gyms, sports pitches, and parks, combined with heavy restrictions to outdoor movement, has forced millions of people to suddenly adopt an unusually sedentary lifestyle.
● VR-based strategies have successfully been used for the management of anxiety, phobias, stress, eating disorders, substance abuse, panic disorder, post-traumatic stress disorder, schizophrenia, bipolar disorder, psychosis, depression, and autism.
● An increasing body of evidence shows that VR-based interventions can improve physical fitness, muscle strength, balance, extremity function, and overall quality of life in patients undergoing physical rehabilitation.
● The results of this study support the hypothesis that the recreational use of VR can have a positive impact on mental and physical wellbeing during periods of forced lockdown.
● VR activities can be effective in improving psychophysical wellbeing in older adults.
● VR may be a more effective “exergaming” device than traditional consoles.