Background: VRChat is a virtual reality (VR) social video game where users play a personalized avatar and socialize with others in community-built worlds. Its immersive nature and diverse community may impact youth users' mental health, yet no research has explored this. This study is a thematic exploration of VRChat's effect on youth mental health. Methods: Semi-structured interviews were conducted with 20 active VRChat users aged 18-24 years. Interviews were transcribed and analyzed using grounded theory principles to identify themes related to VRChat use and mental health. Results: Nine major themes emerged: Frequency of use; purpose of use; positive effects on mental health; negative effects on mental health; social connection and COVID-19; anonymity; cyberbullying and toxic behaviors; addiction; and recommendations for a safer environment. Positive effects identified included enhanced social connection, creative expression, and self-confidence. Negative effects included addiction, cyberbullying, predatory behaviors, and worsening of existing mental illnesses. The anonymity of VRChat created a paradoxical environment that can foster both genuine self-expression and toxic behaviors. During the COVID-19 pandemic, VRChat served as an important substitute for real-life social interactions. Participants also provided recommendations for developers, parents, and clinicians to promote a safer VRChat experience. Conclusion: The immersive and interactive social experience offered by VRChat is conducive for positive effects on youth users' mental health, such as social connectivity and self-expression. However, it also presents risks such as addiction and toxic behaviors. Given the interactive nature of VRChat, further research may elucidate its potential as a psychotherapeutic intervention for youth mental health.
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Um et al. (2024) studied this question.
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