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Young adults aged 21-35 experience disproportionately high rates of mental health conditions yet exhibit low treatment-seeking behaviors, creating a significant care gap. Digital interventions, particularly Virtual Reality (VR), show promise for reaching this tech-savvy group. This study is among the first to examine how VR-based art making unfolds in clinical practice, centering the lived experiences of art therapist participants (ATPs) who facilitated immersive group art making sessions with young adults. It also introduces Virtual Reality Response Art (VRRA) as a novel methodological tool, representing the first known application of response art principles within an immersive VR environment in art therapy research and practice. Three credentialed art therapists and nine young adults participated, sharing insights via interviews after VR group sessions and VRRA creation. Thematic analysis revealed adaptation to VR influenced group dynamics, embodiment, collaboration, boundary management, and sensory stimulation, while raising ethical issues. Overall, VR presents a viable, engaging modality for young adults resistant to conventional interventions.
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Lidice Cohen (2026) studied this question.
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