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Published on in Vol 3 (2026)

This is a member publication of Bibsam Consortium

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/66713, first published .
Woman wearing a virtual reality headset making rock sign gesture

Persuasive Gamified Virtual Reality Experience to Enhance Engagement and Focus in Young Adults With Mild Anxiety Symptoms: Randomized Pilot Experimental Study

Persuasive Gamified Virtual Reality Experience to Enhance Engagement and Focus in Young Adults With Mild Anxiety Symptoms: Randomized Pilot Experimental Study

Mahlet Misrak Argaw   1 , MSc ;   Nuru Jingili   1 , PhD ;   Solomon Sunday Oyelere   1, 2 , PhD ;   Markus B T Nyström   3

1 Department of Computer Science, Electrical and Space Engineering, Luleå University of Technology, Skellefteå, Sweden

2 Department of Computer Science, University of Exeter, Exeter, United Kingdom

3 Department of Health, Education and Technology Division, Luleå University of Technology, Luleå, Sweden, Luleå, Sweden

Corresponding Author:

  • Solomon Sunday Oyelere, PhD
  • Department of Computer Science
  • Electrical and Space Engineering, Luleå University of Technology
  • Forskargatan 1
  • Skellefteå 93177
  • Sweden
  • Phone: 46 0910585317
  • Email: solomon.oyelere@ltu.se