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Virtual Reality Addiction

Virtual reality (VR) is a rapidly advancing technology that offers users immersive experiences by simulating real-world environments and creating entirely new digital worlds. With the growth of VR applications in gaming, education, healthcare and social interactions, the technology has gained widespread popularity. However, its potential for addictive use has raised concerns among researchers and mental health professionals. VR addiction, similar to other forms of digital addiction, can have severe psychological, physical and social repercussions. This article explores the risks of VR addiction, focusing on its impact on mental health, physical well-being, social relationships and overall life functioning.
Author:
OpenAI GPT-4o
Publication Date:
October 2024
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Psychological Risks

One of the most alarming risks of VR addiction is its effect on mental health. Individuals who spend excessive amounts of time in virtual environments may begin to blur the boundaries between virtual and real life. This phenomenon, known as "derealisation," can lead to feelings of detachment from reality, where individuals feel that the physical world is less real or significant than the virtual world (Li, 2017). Over time, this dissociation can lead to severe mental health issues, such as anxiety and depression, especially when individuals find themselves increasingly drawn to virtual spaces as a way of escaping real-life stressors or emotional difficulties.

Research suggests that the immersive nature of VR intensifies its addictive potential compared to other forms of media, such as video games or social media. VR environments provide users with a sense of presence, or the feeling of “being there,” which can create a stronger emotional attachment to virtual experiences (Ratan, Beyea, Li, & Graciano, 2020). As a result, users may prioritise VR over real-world responsibilities, such as work, school or relationships, leading to feelings of guilt, frustration and a diminished sense of self-worth.

Furthermore, VR addiction can exacerbate pre-existing mental health conditions. For instance, individuals with social anxiety may retreat into virtual worlds to avoid face-to-face interactions, which can reinforce their avoidance behaviour and hinder their ability to overcome anxiety in real-life situations (Stein, 2020). The longer individuals spend in virtual environments, the more likely they are to experience emotional dysregulation, as their reliance on VR as a coping mechanism prevents them from developing healthy emotional responses to real-world challenges.

Physical Risks

The physical risks associated with VR addiction are another major concern. One of the most immediate effects of prolonged VR use is "virtual reality sickness," which is similar to motion sickness. Symptoms include dizziness, nausea, headaches and eye strain (Munafo, Diedrick, & Stoffregen, 2017). While these symptoms are usually temporary, chronic VR use can lead to more serious health problems, especially when individuals ignore the body's signals and continue to engage in VR activities for extended periods.

Another critical issue is the sedentary lifestyle that often accompanies VR addiction. While some VR applications encourage physical movement, many users remain largely stationary during their virtual experiences. This lack of physical activity can contribute to various health problems, including obesity, cardiovascular disease and musculoskeletal issues (Zhou, Ji, & Jiang, 2019). Moreover, spending long hours in VR can disrupt healthy sleep patterns. The blue light emitted by VR headsets interferes with melatonin production, making it harder for individuals to fall asleep and maintain a consistent sleep schedule. Over time, sleep deprivation can lead to cognitive impairment, mood swings and an increased risk of chronic health conditions (Hale & Guan, 2015).

Prolonged use of VR can also result in physical discomfort, such as neck and back pain, due to the awkward postures users may adopt while wearing VR headsets for extended periods. In extreme cases, individuals may develop repetitive strain injuries from using VR controllers, especially in games that require repetitive hand movements. The combination of these physical issues can significantly impact an individual's overall well-being and quality of life.

Social Risks

VR addiction can also take a toll on social relationships. While VR offers opportunities for social interaction through virtual communities and multiplayer games, excessive engagement in virtual worlds can lead to social isolation in the physical world. Individuals who become addicted to VR may withdraw from real-life social interactions, choosing instead to spend their time with virtual friends or characters (Schutte, Stilinović, & Høgh-Olesen, 2021). This can strain relationships with family and friends, as loved ones may feel neglected or disconnected from the individual’s life.

Moreover, VR addiction can impair communication skills, particularly when individuals become accustomed to interacting with others in virtual environments where body language, facial expressions and other non-verbal cues are either absent or significantly altered. Over time, this can make it more challenging for individuals to navigate real-world social situations, leading to feelings of isolation and loneliness. In extreme cases, VR addiction may lead to the breakdown of relationships, as individuals prioritise their virtual experiences over maintaining meaningful connections with others.

Impact on Academic and Work Performance

The addictive nature of VR can also negatively affect academic and work performance. Similar to other forms of digital addiction, individuals who are addicted to VR may struggle with time management, often spending hours in virtual environments instead of focusing on their responsibilities. This can lead to missed deadlines, poor performance and decreased productivity (Turel, Serenko, & Giles, 2011). In academic settings, students addicted to VR may have difficulty concentrating on their studies, leading to lower grades and increased stress. In the workplace, employees may find it hard to meet the demands of their job, which can jeopardise their career prospects.

Additionally, the cognitive impairments associated with sleep deprivation, as mentioned earlier, can further hinder an individual’s ability to perform well academically or professionally. Over time, the combination of poor performance, decreased motivation and stress can lead to burnout and a diminished sense of achievement, further perpetuating the cycle of addiction.

Conclusion

While virtual reality offers exciting possibilities for entertainment, education and social interaction, its addictive potential presents serious risks to individuals' mental, physical and social well-being. The psychological effects of VR addiction, including derealisation, anxiety and emotional dysregulation, can significantly impact mental health. Physically, VR addiction can lead to motion sickness, sleep disturbances and sedentary lifestyle-related health problems. Additionally, social isolation and impaired communication skills can strain relationships, while the negative effects on academic and work performance can hinder personal and professional growth. As VR technology continues to evolve, it is crucial to raise awareness about these risks and promote responsible usage to prevent addiction and its harmful consequences.

References

Hale, L., & Guan, S. (2015). Screen time and sleep among school-aged children and adolescents: A systematic literature review. Sleep Medicine Reviews, 21, 50-58. https://doi.org/10.1016/j.smrv.2014.07.007

Li, H. (2017). Addicted to virtual reality: The role of flow and presence in virtual reality video game addiction. Cyberpsychology, Behavior, and Social Networking, 20(6), 423-429. https://doi.org/10.1089/cyber.2017.0221

Munafo, J., Diedrick, M., & Stoffregen, T. A. (2017). The virtual reality head-mounted display Oculus Rift induces motion sickness and is sexist in its effects. Experimental Brain Research, 235(3), 889-901. https://doi.org/10.1007/s00221-016-4846-7

Ratan, R. A., Beyea, D., Li, B. J., & Graciano, L. (2020). Avatar characteristics induce users’ behavioral conformity with small-to-medium effect sizes: A meta-analysis of the proteus effect. Media Psychology, 23(5), 651-675. https://doi.org/10.1080/15213269.2019.1623698

Schutte, N. S., Stilinović, E. J., & Høgh-Olesen, H. (2021). The effect of immersion on presence and enjoyment in video games. Cyberpsychology, Behavior, and Social Networking, 24(3), 177-182. https://doi.org/10.1089/cyber.2020.0368

Stein, M. B. (2020). Virtual reality exposure therapy for anxiety and specific phobias. Psychiatric Clinics of North America, 43(3), 515-524. https://doi.org/10.1016/j.psc.2020.06.008

Turel, O., Serenko, A., & Giles, P. (2011). Integrating technology addiction and use: An empirical investigation of online auction users. MIS Quarterly, 35(4), 1043-1061. https://doi.org/10.2307/41409970

Zhou, F., Ji, B., & Jiang, C. (2019). Sedentary behaviors and health outcomes in adolescents: A meta-analysis. International Journal of Behavioral Medicine, 26(6), 603-616. https://doi.org/10.1007/s12529-019-09813-5

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