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Findings from the Tushirikiane-4-MH (supporting each other for mental health) mobile health–supported virtual reality randomized controlled trial among urban refugee youth in Kampala, Uganda

Published online by Cambridge University Press:  23 January 2025

Carmen H. Logie*
Affiliation:
Factor-Inwentash Faculty of Social Work, University of Toronto, Toronto, Ontario, Canada Women’s College Research Institute, Women’s College Hospital, Toronto, Ontario, Canada United Nations University Institute for Water, Environment & Health, Hamilton, Ontario, Canada Centre for Gender and Sexuality Health Equity, Vancouver, British Columbia, Canada
Moses Okumu
Affiliation:
School of Social Work, University of Illinois Urbana-Champaign, USA Uganda Christian University, Mukono, Uganda
Zerihun Admassu
Affiliation:
Factor-Inwentash Faculty of Social Work, University of Toronto, Toronto, Ontario, Canada
Frannie MacKenzie
Affiliation:
Factor-Inwentash Faculty of Social Work, University of Toronto, Toronto, Ontario, Canada
Lesley Gittings
Affiliation:
School of Health Studies, Western University, London, Canada Centre for Social Science Research, University of Cape Town, South Africa
Jean-Luc Kortenaar
Affiliation:
Dalla Lana School of Public Health, University of Toronto, Toronto, Ontario, Canada
Naimul Khan
Affiliation:
Department of Electrical, Computer and Biomedical Engineering, Toronto Metropolitan University, Toronto, Ontario, Canada
Robert Hakiza
Affiliation:
Young African Refugees for Integral Development (YARID), Kampala, Uganda
Daniel Kibuuka Musoke
Affiliation:
International Research Consortium, Kampala, Uganda
Aidah Nakitende
Affiliation:
International Research Consortium, Kampala, Uganda
Brenda Katisi
Affiliation:
Young African Refugees for Integral Development (YARID), Kampala, Uganda
Peter Kyambadde
Affiliation:
National AIDS and STI Control Programme, Ministry of Health, Kampala, Uganda Most At Risk Population Initiative, Mulago Hospital, Kampala, Uganda
Richard Lester
Affiliation:
Department of Medicine, University of British Columbia, Vancouver, British Columbia, Canada
Lawrence Mbuagbaw
Affiliation:
Department of Health Research Methods, Evidence and Impact, McMaster University, Hamilton, Ontario, Canada Department of Anesthesia, McMaster University, Hamilton, ON, Canada Department of Pediatrics, McMaster University, Hamilton, ON, Canada Biostatistics Unit, Father Sean O’Sullivan Research Centre, St Joseph’s Healthcare, Hamilton, ON, Canada Centre for Development of Best Practices in Health (CDBPH), Yaoundé Central Hospital, Yaoundé, Cameroon Division of Epidemiology and Biostatistics, Department of Global Health, Stellenbosch University, Cape Town, South Africa
*
Corresponding author: Carmen H. Logie; Email: carmen.logie@utoronto.ca
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Abstract

Virtual reality (VR) for mental health promotion remains understudied in low-income humanitarian settings. We examined the effectiveness of VR in reducing depression with urban refugee youth in Kampala, Uganda. This randomized controlled trial assessed VR alone (Arm 1), VR followed by Group Problem Management Plus (GPM+) (Arm 2) and a control group (Arm 3), with a peer-driven and convenience sample of refugee youth aged 16–25 in Kampala. The primary outcome, depression, was measured with the Patient Health Questionnaire-9. Secondary outcomes included: mental health literacy, mental health stigma, self-compassion, mental well-being and adaptive coping. Analyses were conducted at three time points (baseline, 8 weeks, 16 weeks) using generalized estimating equations. Among participants (n = 335, mean age: 20.77, standard deviation: 3.01; cisgender women: n = 158, cisgender men: n = 173, transgender women: n = 4), we found no depression reductions for Arms 1 or 2 at 16 weeks compared with Arm 3. At 16 weeks, mental health literacy was significantly higher for Arm 2 compared with Arm 3, and self-compassion was significantly higher in Arm 1 and Arm 2 compared with Arm 3. VR alongside GPM+ may benefit self-compassion and MHL among urban refugee youth in Kampala, but these interventions were not effective in reducing depression.

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Research Article
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Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
© The Author(s), 2025. Published by Cambridge University Press
Figure 0

Table 1. Baseline characteristics of refugee youth participants enrolled in the Tushirikiane-4-MH study, Kampala, Uganda, 2022

Figure 1

Table 2. Distribution of mental health outcomes by intervention group and time point among refugee youth participants enrolled in the Tushirikiane-4-MH study in Kampala, Uganda, 2022

Figure 2

Table 3. Effectiveness of virtual reality intervention approaches on mental health outcomes among refugee youth participants in the Tushirikiane-4-MH study in Kampala, Uganda, 2022

Figure 3

Table 4. Effectiveness of virtual reality intervention approaches on mental health outcomes among refugee youth participants in the Tushirikiane-4-MH study in Kampala, Uganda, 2022, stratified by gender

Figure 4

Table 5. Sensitivity analyses of the effectiveness of virtual reality interventions on depression and other mental health outcomes among refugee and displaced youth aged 16–27 years in Kampala, Uganda, 2022

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Author comment: Findings from the Tushirikiane-4-MH (supporting each other for mental health) mobile health–supported virtual reality randomized controlled trial among urban refugee youth in Kampala, Uganda — R0/PR1

Comments

August16, 2024

Editor-in-Chiefs

Professor Judy Bass and Professor Dixon Chibanda

RE: Submission of an original research article: “Findings from the Tushirikiane-4-MH (Supporting Each Other for Mental Health) Mobile Health–Supported Virtual Reality Randomized Controlled Trial Among Urban Refugee Youth in Kampala, Uganda”

Dear Dr. Bass and Dr. Chibanda and the Global Mental Health Editorial Board:

On behalf of my co-authors I am submitting the enclosed original manuscript for review by the Global Mental Health Editorial Board. We thank you for the opportunity.

Youth living in low and middle-income country (LMIC) humanitarian settings disproportionately experience mental health challenge. While virtual reality (VR) showing promise in promoting mental wellbeing in high income settings, its potential benefits for mental health are understudied in LMIC at large, including humanitarian settings. To address this knowledge gap, we conducted a randomized controlled trial with an urban refugee youth community-based organization to develop and evaluate a VR intervention focused on mental health literacy, stigma, and coping strategies. We examined the VR intervention conducted on its own, and VR followed by group problem management plus (GMP+), compared to a control group with urban refugee youth in Kampala, Uganda.

We found that among participants (n=335, mean age: 20.77, standard deviation: 3.01) there were no depression reductions for either intervention arm (VR alone, VR followed by GMP+) at 16-week follow up compared to the control group. At 16-weeks, mental health literacy was significantly higher for the VR followed by GMP+ arm compared with the control group, and self-compassion was significantly higher in both intervention groups (VR, VR followed by GMP+) compared with the control group. Study findings suggest that VR alongside GPM+ may benefit positive mental health outcomes such as self-compassion and mental health literacy among urban refugee youth in Kampala, but these interventions were not effective in reducing depression. Future approaches can focus on reducing social and structural inequities that drive depression in urban refugee youth in Kampala.

We believe that this manuscript is well suited for publication in Global Mental Health. It targets a broad audience that will be interested in its findings, including researchers focused on urban refugees, humanitarian settings, refugee adolescents and youth in low and middle-income contexts, mental health disparities, and new technologies for mental health promotion.

We look forward to your review and comments.

Sincerely,

Carmen Logie, PhD

Professor, Factor-Inwentash Faculty of Social Work , University of Toronto, Canada

Canada Research Chair in Global Health Equity & Social Justice with Marginalized Populations

Review: Findings from the Tushirikiane-4-MH (supporting each other for mental health) mobile health–supported virtual reality randomized controlled trial among urban refugee youth in Kampala, Uganda — R0/PR2

Conflict of interest statement

Reviewer declares none.

Comments

This study tackles an important issue but suffers from several critical concerns regarding its research design, methodological approach, and interpretation of intervention effectiveness. Although the use of virtual reality (VR) for improving the mental health of refugee youth holds promise, this study falls short of meeting those expectations, leaving substantial doubts about the intervention’s efficacy and its broader applicability. The research requires significant refinement and further investigation.

1. In low-income countries and humanitarian crisis settings, interventions need to be both simple and cost-effective. VR technology, however, necessitates expensive equipment and technical support, which raises questions about the availability of the necessary infrastructure and resources to sustain such interventions in these environments. The study would benefit from a more thorough discussion of the practical challenges and feasibility of implementing VR interventions within refugee communities in Uganda over the long term.

2. Randomized controlled trials (RCTs) are integral to assessing the efficacy of interventions, but this study demonstrates significant imbalance in baseline depression levels between the groups, undermining the validity of its findings. For example, the control group (Arm 3) had a considerably higher mean depression score of 9.22 compared to the VR intervention group (Arm 1), which had a mean score of 5.62. This discrepancy complicates the interpretation of whether observed changes in the intervention groups were attributable to the intervention itself. Such an imbalance significantly weakens the internal validity of the study. To more accurately evaluate the effect of VR on depression, it would have been more appropriate to include participants with moderate or higher levels of depression at baseline. Given that only 27.5% of participants exhibited moderate to severe depression, the study’s design may not be well-suited for assessing improvements in depression. A more detailed explanation of the exclusion criteria would help address this issue.

3. The VR intervention, a central element of this study, requires further explanation. Specifically, the study needs to clearly articulate the mechanisms through which the intervention was expected to reduce depression. Given that the VR content was focused on improving health literacy, reducing mental health stigma, and promoting self-compassion, the observed changes in these secondary outcomes are not unexpected. However, a more in-depth discussion is needed to explain why the primary outcome—depression—did not show significant change, considering both the research design and the unique characteristics of the study participants.

Review: Findings from the Tushirikiane-4-MH (supporting each other for mental health) mobile health–supported virtual reality randomized controlled trial among urban refugee youth in Kampala, Uganda — R0/PR3

Conflict of interest statement

Reviewer declares none.

Comments

Comments to authors:

Overall:

Thank you for the opportunity to review this study. I enjoyed reading it. VR, as a mental health intervention by itself, and the combination of VR and GPM+, are both interesting and novel especially in LMIC settings. My overall feedback is that it would be helpful to clarify why a three-arm approach was chosen for this study. The overall framing of the study and the presentation, especially in the introduction and discussion, focus much more on the VR rather than VR and GPM+. Is the focus of the study to test the added potential benefit of GPM+ to VR compared to VR alone or to test the use of VR in general? The paper is currently written as if the purpose is to test the benefits of VR alone and if that is the case, why include a VR and GPM+ arm? I have some recommendations below to further refine the approach.

Introduction:

- Line 98 – should be forcibly displaced not displayed

- In the last paragraph of the Introduction, it would be helpful to add how the study aims to address the knowledge gaps outlined in the previous paragraph. What makes the VR and GPM+ approach different from the referenced studies? How could research on this intervention help to potentially fill in the gaps that currently exist? What is the evidence base for using VR as a mental health intervention?

- I find that the combination of VR and GPM+ is novel and could be helpful for adolescents. Could you share more information on why these two interventions are being combined? Since arm 1 and 2 are being compared with the SOC, what is the added value of using VR before GPM+?

- I would suggest shifting some of the background information about VR and GPM+ to the introduction and this may be helpful to address some of the points I listed in the previous bullets. The description of the interventions in the methods section could then go into further detail on how the two interventions were implemented.

- It is mentioned in the 2nd sentence of the last paragraph of the Introduction that feasibility is also being evaluated. However, feasibility is not listed in the primary or secondary study objectives that are highlighted at the end of the paragraph starting with the sentence “the primary study objective is...”. How was feasibility measured or determined?

Methods

- I find the section about recruitment from the previous studies to be slightly confusing and I would suggest clarifying some details around how the recruitment occurred. Please clarify what you mean by “additional purposive recruitment” and how exactly participants were recruited from the previous studies. Aside from the inclusion criteria listed, were there any exclusion criteria? Did randomization to the three study arms occur all at once or were participants recruited and randomized at different time points? In the results section, I see that there were statistically significant differences at baseline of some of the primary and secondary outcomes as well as the demographics across arms, so clarifying details in the methods section on recruitment procedures would be helpful to understand these differences.

- Were there any attempts at masking the research team to the study allocation of the participants?

- Was the VR experience (Arm 1) a one-time intervention or did participants receive several sessions?

- Aside from identifying as refugees or displaced persons and their age, what were other criteria for becoming a peer navigator to deliver GPM+? How were they trained and supervised? How were issues of safety related to suicidality managed? Were questions on self-harm asked?

- How were participants divided into various PM+ group? Was it based on location, age, or gender? Rather than providing justification of the use of VR and GPM+ in the Methods section, I would suggest moving this background information to the introduction and focusing the Intervention Approaches section within the Methods on how specifically VR was implemented in Arm 1 and VR and GPM+ was implemented in Arm 2.

- What exactly happens in the 15-minute VR session? For example, is it a virtual psychoeducation session that is pre-recorded? Is it a game? Who is delivering or facilitating the use of VR?

- What was the primary timepoint for measuring outcomes?

Results and Discussion

- Though included in the table, I think it is also important to mention in the text the statistically significant differences at baseline for some of the secondary outcomes.

- Table 5 – this is the first time that the term mHealth is being used to refer to the interventions. I would suggest change this in the title to align with the other tables.

- In the discussion section, the 2nd paragraph focuses on VR and improvements in self-compassion but this outcome was also observed in the VR and GPM+ arm. How does this outcome compare to other GPM+ studies?

- In the discussion paragraph starting with “although improvements...”, while the findings on depression outcomes may be in line with mixed results from other VR studies, there is some evidence for reduction in depression symptoms for GPM+. Please include how findings in this study compare to other GPM+ studies.

- Do you think there are any issues of scalability or implementation around VR based interventions? or VR and GPM+?

- One limitation is also that there was not any inclusion criteria based on mental health assessments.

Recommendation: Findings from the Tushirikiane-4-MH (supporting each other for mental health) mobile health–supported virtual reality randomized controlled trial among urban refugee youth in Kampala, Uganda — R0/PR4

Comments

We have received feedback from two reviewers. Both reviewers were enthusiastic about the paper, but acknowledged some limitations and areas to improve the manuscript. We encourage the reviewers to revise the manuscript according to these comments with particular attention to the requests for clarifying certain points and addressing some of the methodological limitations. Thank you for submitting your manuscript to Global Mental Health.

Decision: Findings from the Tushirikiane-4-MH (supporting each other for mental health) mobile health–supported virtual reality randomized controlled trial among urban refugee youth in Kampala, Uganda — R0/PR5

Comments

No accompanying comment.

Author comment: Findings from the Tushirikiane-4-MH (supporting each other for mental health) mobile health–supported virtual reality randomized controlled trial among urban refugee youth in Kampala, Uganda — R1/PR6

Comments

Thank you for the care and time and thoughtfulness providing the reviews. We believe they have greatly strengthened our manuscript.

We hope the manuscript is now found suitable for publication.

We have detailed the responses below and they are reflected in the manuscript text.

Reviewer(s)' Comments to Author:

Reviewer: 1

Comment-1. In low-income countries and humanitarian crisis settings, interventions need to be both simple and cost-effective. VR technology, however, necessitates expensive equipment and technical support, which raises questions about the availability of the necessary infrastructure and resources to sustain such interventions in these environments. The study would benefit from a more thorough discussion of the practical challenges and feasibility of implementing VR interventions within refugee communities in Uganda over the long term.

Response-1: Thank you for your comment. When initiating this study, we ensured feasibility and simplicity by co-developing the VR experience with a community-based organization that is refugee founded and led in Kampala, and worked closely with this organization and the peer navigators, who are urban refugee youth. The peer navigators were thoroughly trained and comfortable using, as well as showing others how to use, the VR technology. Young people in this study were very excited about VR. The intention of the training was to allow the VR technology to be self-sustaining within a community organization (YARID) accessible to urban refugee youth. Our study used low-cost VR headsets that could be cleaned and re-used, and are still being used by the community partner. While there were upfront costs to the development of the VR, both the headsets as well as the experience is something that can continue to be used among this population. A sentence has been added to the methods for clarity. In fact, we found this intervention was low-cost as the up-front costs included the technology development and purchasing headsets, and once this was completed, the tools can be used in perpetuity. We have added to the conclusion, as requested by both reviewers:

“VR based interventions such as implemented in this study involve up-front, one-time costs in developing the VR experience and purchasing VR headsets, but the headsets can be cleaned and reused and the VR experience can be similarly used again, signalling the possibility of scalability. GPM+, however, requires staff to coordinate logistics and implement in-person sessions, so is time and labour intensive and would require more long-term costs in scaling up.”

Comment-2. Randomized controlled trials (RCTs) are integral to assessing the efficacy of interventions, but this study demonstrates significant imbalance in baseline depression levels between the groups, undermining the validity of its findings. For example, the control group (Arm 3) had a considerably higher mean depression score of 9.22 compared to the VR intervention group (Arm 1), which had a mean score of 5.62. This discrepancy complicates the interpretation of whether observed changes in the intervention groups were attributable to the intervention itself. Such an imbalance significantly weakens the internal validity of the study. To more accurately evaluate the effect of VR on depression, it would have been more appropriate to include participants with moderate or higher levels of depression at baseline. Given that only 27.5% of participants exhibited moderate to severe depression, the study’s design may not be well-suited for assessing improvements in depression. A more detailed explanation of the exclusion criteria would help address this issue.

Response-2: Thank you for your comment. We agree that baseline differences in depression and other study outcome scores between the groups are an important factor to consider in interpreting intervention effects. In our analysis, we adjusted for these baseline differences (including study outcome scores) to account for initial group imbalances. By doing so, we aimed to isolate the effect of the intervention on depression and other study outcomes, helping ensure that any observed changes can be more reliably attributed to the intervention itself, rather than initial differences between groups. This adjustment strengthens the validity of our findings by controlling baseline study outcome scores when comparing post-intervention outcomes across all groups.

We add additional discussion regarding the challenge of conducting RCT’s with urban refugee youth in Kampala to the social organization of urban refugees in the limitations section:

“The baseline differences between study arms were adjusted for in our analyses, yet indicate there may be socio-cultural and contextual differences between study sites that can be considered when interpreting study results. Kampala hosts refugees from numerous countries who may live in informal settlements with others from similar communities, in turn creating socio-cultural differences between informal settlements. In order to increase study pragmatism we included refugee youth in Kampala from many countries of origin, yet this increased heterogeneity in our sample and study design. We opted to randomize by site, rather than by individual, due to the shared physical and social environment of slums that could introduce contamination between arms (Ezeh et al. 2017). As noted in prior research with this population: “This social organization and socio-cultural diversity of urban refugees in Kampala’s informal settlements presents challenges in designing a cluster randomized trial that requires multiple clusters (e.g. informal settlements) per condition with minimal baseline differences” (p. 11) and calls for larger randomized trials with methodological innovation.

We did not have mental health screening for inclusion into the study to our team’s prior research and publications that documented high prevalence of mental health challenges among this population; we now add this as a limitation:

“Another limitation was not restricting inclusion criteria based on mental health screening to only include persons with moderate to severe levels of depression, as this may have allowed more accurate evaluations of the effect of the VR interventions on depression.”

Comment-3. VR intervention, a central element of this study, requires further explanation. Specifically, the study needs to clearly articulate the mechanisms through which the intervention was expected to reduce depression. Given that the VR content was focused on improving health literacy, reducing mental health stigma, and promoting self-compassion, the observed changes in these secondary outcomes are not unexpected. However, a more in-depth discussion is needed to explain why the primary outcome—depression—did not show significant change, considering both the research design and the unique characteristics of the study participants.

Response-3: Thank you for your comment. The VR content was focused on mental health literacy, mental health stigma reduction as well as self-compassion and emotional regulation exercises to help participants cope with mental health challenges. By engaging with this experience, it was expected that participants would be equipped with the information and tools to improve their mental health outcomes, including depression. We have referenced these methods in our study protocol which is blinded for peer review, but we have added more detail.

“Details of the study has been described elsewhere (Logie et al. 2021a). We briefly describe the intervention below:

Arm 1: VR: Participants in this arm received a single 15-minute immersive and interactive VR session in a private room or in an outdoor setting. The VR experience was developed to equip participants with information and tools to improve their mental health outcomes. Components of the VR experience included three separate scenarios that included an interaction with different characters whereby psychosocial information was shared: the first scenario discussed depression symptoms and aimed to improve mental health literacy and psychological first aid skills; the second scenario included descriptions of a character’s lived experience of mental health stigma and isolation and aimed to reduce mental health stigma; and the third scenario involved teaching and practicing self-compassion and emotional regulation exercises.”

And

“As illustrated in this screenshot from the VR experience, participants were guided to visit the characters in the scene who were identified with a speech bubble above them (Figure 1).”

While we cannot definitively explain why depression did not show significant change, within our discussion we suggest that a VR intervention may not be able to address the larger social drivers of depression among this population, such as food insecurity, violence, and lower social support. Clarifying language has been added to the methods and discussion sections:

“However, social and structural inequities are associated with pervasive and persistent depression among urban refugee youth in Kampala (Logie et al. 2022)—including food insecurity, violence, and lower social support. Therefore it is plausible that interventions such as ours that do not address these larger social-ecological drivers of depression may not be effective.”

Reviewer: 2

Comment-1. Introduction: - Line 98 – should be forcibly displaced not displayed

Response-1: Thank you for this comment, this change has been made.

Comment-2. In the last paragraph of the Introduction, it would be helpful to add how the study aims to address the knowledge gaps outlined in the previous paragraph. What makes the VR and GPM+ approach different from the referenced studies? How could research on this intervention help to potentially fill in the gaps that currently exist? What is the evidence base for using VR as a mental health intervention?

Response-2: Thank you for this feedback. This study addresses the knowledge gaps outlined in the introduction by using interventions novel and tailored to urban refugee youth.

The last paragraph of the introduction has been amended to include this. The evidence base for using VR as a mental health intervention is noted within the ‘background on intervention approaches’ within the methods section:

“In high-income contexts, studies have pointed to the potential of VR for improving various mental health outcomes. VR-based technology allows users to experience an interactive three-dimensional environment where psychotherapeutic interventions such as CBT can be applied (Rowland et al. 2022). A systematic review of VR treatment for PTSD among adults found it was more effective than a control group and as effective as other therapeutic modalities; however the small number of studies and low study quality underscore the need for additional research (Eshuis et al. 2021). Scoping review findings of VR for treating depression and anxiety with CBT approaches reported reduced anxiety or depression symptoms, but few studies used a RCT design (Baghaei et al. 2021). Another systematic review examining the efficacy of VR interventions for emotional disorders reported that most VR studies were effective compared to waitlist and control conditions in reducing self-reported social anxiety, panic disorder, PTSD; however, there was heterogeneity in findings (Rowland et al. 2022). Despite these promising findings, most VR studies were focused on adults in high-income settings, revealing knowledge gaps of their efficacy with youth in LMIC and/or humanitarian contexts.”

Comment-3. I find that the combination of VR and GPM+ is novel and could be helpful for adolescents. Could you share more information on why these two interventions are being combined? Since arm 1 and 2 are being compared with the SOC, what is the added value of using VR before GPM+?

Response-3: Thank you for your comment and questions. A systematic review examining the efficacy of VR interventions for emotional disorders found that the interventions often integrate other evidence-based approaches (Rowland et al. 2022). For this reason, we chose to combine the VR with GPM+ as it is an evidence-based approach to reduce symptoms of depression among refugees, despite not being evaluated among adolescents. This is noted in the ‘background on intervention approaches’ section of the methods. We wanted to see if GPM+ would have added value to VR, so we compared that addition, as well as VR alone, to the SOC:

“As many VR mental health interventions integrate CBT and other evidence-based approaches (Rowland et al. 2022), we also tested VR followed by in-person GPM+ to explore any additional added value by combining these approaches.”

Comment-4. I would suggest shifting some of the background information about VR and GPM+ to the introduction and this may be helpful to address some of the points I listed in the previous bullets. The description of the interventions in the methods section could then go into further detail on how the two interventions were implemented.

Response-4: Thank you for this feedback. We have now moved the background on the intervention approaches to the introduction. The interventions have been previously described in detail, and the protocol paper is referenced in the text, and per your comment here and the previous reviewer we add more detail:

“Details of the study has been described elsewhere (Logie et al. 2021a). We briefly describe the intervention below:

Arm 1: VR: Participants in this arm received a single 15-minute immersive and interactive VR session in a private room or in an outdoor setting. The VR experience was developed to equip participants with information and tools to improve their mental health outcomes. Components of the VR experience included three separate scenarios that included an interaction with different characters whereby psychosocial information was shared: the first scenario discussed depression symptoms and aimed to improve mental health literacy and psychological first aid skills; the second scenario included descriptions of a character’s lived experience of mental health stigma and isolation and aimed to reduce mental health stigma; and the third scenario involved teaching and practicing self-compassion and emotional regulation exercises.”

“As illustrated in this screenshot from the VR experience, participants were guided to visit the characters in the scene who were identified with a speech bubble above them (Figure 1).”

Comment-5. It is mentioned in the 2nd sentence of the last paragraph of the Introduction that feasibility is also being evaluated. However, feasibility is not listed in the primary or secondary study objectives that are highlighted at the end of the paragraph starting with the sentence “the primary study objective is...”. How was feasibility measured or determined?

Response-5: Thank you for this feedback. Feasibility was not quantitatively assessed; however, we reflected on how feasible the implementation of the VR was with this novel population and setting by measuring the number of participants who engaged in the VR and GPM+ interventions. Given that feasibility was not quantitatively assessed, it has been removed from the sentence mentioned in this comment.

Comment-6. I find the section about recruitment from the previous studies to be slightly confusing and I would suggest clarifying some details around how the recruitment occurred. Please clarify what you mean by “additional purposive recruitment” and how exactly participants were recruited from the previous studies. Aside from the inclusion criteria listed, were there any exclusion criteria? Did randomization to the three study arms occur all at once or were participants recruited and randomized at different time points? In the results section, I see that there were statistically significant differences at baseline of some of the primary and secondary outcomes as well as the demographics across arms, so clarifying details in the methods section on recruitment procedures would be helpful to understand these differences.

Response-6: Thank you for this feedback. To clarify, we developed an existing cohort of urban refugee youth in 2020 and 2021. This cohort of participants was invited to participate in the current study. Over time, attrition occurred due to reasons such as migration or loss of interest in participating. Further, as participants were recruited to the cohort at least one year prior to the current study, there would be no 16- and limited 17-year-old participants. Because of this we had to recruit additional participants which was done purposively by peer navigators to include participants at the lower age range. As noted in the ‘participants and recruitment’ section, participants were grouped into 3 study sites based on geographical proximity, and those sites were then randomly assigned to the study arms. Randomization was done all at once after recruit was complete. The ‘participants and recruitment’ section has been amended for clarity.

There were no other exclusion criteria. We have clarified:

“Participants were recruited from the Tushirikiane HIV self-testing cohort study, whereby participants aged 16-24 years old were recruited between 2020 and 2021 (Logie et al. 2021a); the Tushirikiane cohort was continued for implementing a COVID-19 prevention study (Logie et al. 2021b). In 2022, the cohort participants were invited to participate in the present study (Tushirikiane4MH) by peer navigators (PN); to reach the desired sample size we conducted additional purposive recruitment. PN purposively recruited 16- and 17-year-old participants to refresh the cohort as this age range was no longer present in the existing cohort.”

Comment-7. Were there any attempts at masking the research team to the study allocation of the participants?

Response-7: Thank you for your comment. We did not attempt to mask the research team to the study allocation of the participants. To feasibly engage study participants, they were grouped into one of the three study arms based on geographical proximity. Because the study arms correlated to the informal settlement in which the participants live, and that information was included in the data collected, it was not possible to mask the research team. However, the data analyst was masked to the intervention allocation.

Comment-8. Was the VR experience (Arm 1) a one-time intervention or did participants receive several sessions?

Response-8: Thank you for your comment, the VR experience was a one time, 15-minute intervention. Clarifying language has been added to the intervention implementation section of the methods.

Comment-9. Aside from identifying as refugees or displaced persons and their age, what were other criteria for becoming a peer navigator to deliver GPM+? How were they trained and supervised? How were issues of safety related to suicidality managed? Were questions on self-harm asked?

Response-9: Thank you for your comment. In addition to identifying as refugee and displaced youth aged 18-24 years living in these same five informal settlements (Kabalagala, Kansanga, Katwe, Nsambya, or Rubaga) as the participants, the peer navigators have experience working in the various study communities as health educators or peer educators. This was previously described in detail (Logie 2021a). The peer navigators were trained by the PI on GPM+, ethics, and psychological first aid over multiple training sessions using the manual provided by the WHO. The training sessions were interactive and engaging, ensuring the peer navigators understood and could successfully lead the GPM+ sessions. The peer navigators were supervised by the study coordinator.

As described in the methods, depression was assessed using the PHQ-9. Within that scale, there is a question that asks “Over the last 2 weeks, how often have you been bothered by any of the following problems? – Thoughts that you would be better off dead, or of hurting yourself”. If a participant responded to this question indicating they had any thoughts of self-harm, their survey submission would be flagged by the research team within 48 hours and a trained social worker at our community partner, YARID, would be notified to reach out to the participant.

Comment-10. How were participants divided into various PM+ group? Was it based on location, age, or gender? Rather than providing justification of the use of VR and GPM+ in the Methods section, I would suggest moving this background information to the introduction and focusing the Intervention Approaches section within the Methods on how specifically VR was implemented in Arm 1 and VR and GPM+ was implemented in Arm 2.

Response-10: Thank you for your comment. Participants were divided in the GPM+ groups based on logistics regarding their day/time availability. In response to a reviewer comment, we moved the background on the intervention approaches to the introduction. The interventions have been previously described in detail in our study protocol and are referenced in our text, and we provided further detail per response above (response 4).

Comment-11. What exactly happens in the 15-minute VR session? For example, is it a virtual psychoeducation session that is pre-recorded? Is it a game? Who is delivering or facilitating the use of VR?

Response-11: Thank you for your comment. The details regarding the VR session are outlined in more detail in response 4 above, we now add an image (figure 1) portraying the scene and a character, and to reply to your questions above we also now add that:

“The peer navigator facilitated the use of the VR with each participant, describing what VR is, how it will work, what the participant can expect, and provided instruction in using the hand controller to move around the scene and meet the three characters. After extensive pilot testing with the peer navigators, the length of the VR was set to 15 minutes, and the interaction was minimized so the participant used hand controllers to move around the scene and touch the characters with speech bubbles, which would then trigger a pre-recorded psychoeducation session as described above.”

Comment-12. What was the primary timepoint for measuring outcomes?

Response-12: To clarify, the primary timepoint for measuring outcomes was at baseline, before the intervention began, and 16-week follow up surveys post-intervention. This timeframe is described in the methods, tables, and supplementary figure.

Comment-13. Though included in the table, I think it is also important to mention in the text the statistically significant differences at baseline for some of the secondary outcomes.

Response-13: Thank you for the detail review, we have added this to the text.

Comment-14. Table 5 – this is the first time that the term mHealth is being used to refer to the interventions. I would suggest change this in the title to align with the other tables.

Response-14: Thank you for your feedback, the title of table 5 has been changed to align with the other tables: (Table 5: Sensitivity analyses of the effectiveness of virtual reality intervention approaches on depression and other mental health outcomes among refugee and displaced youth aged 16-27 years in Kampala, Uganda, 2022)

Comment-15. In the discussion section, the 2nd paragraph focuses on VR and improvements in self-compassion but this outcome was also observed in the VR and GPM+ arm. How does this outcome compare to other GPM+ studies?

Response-15: Thank you for bringing this up. We have now added:

“We also found improved self-compassion in the VR and GPM+ arm; we did not identify other GPM+ studies that evaluated its impact on self-compassion, so this is an area of future research for both PM+ and GMP+. Our study contributes to this knowledge base of VR, and VR alongside GMP+, as strategies to improve self-compassion in a LMIC context.”

Comment-16. In the discussion paragraph starting with “although improvements...”, while the findings on depression outcomes may be in line with mixed results from other VR studies, there is some evidence for reduction in depression symptoms for GPM+. Please include how findings in this study compare to other GPM+ studies.

Response-16: Thank you, we now expand on this point. We reference the one GPM+ study we identified that evaluated efficacy:

“Our finding that the VR and GPM+ arm was not associated with reduced depression does not align with a study among conflict-affected adults in Nepal that found modest reductions following GMP+ in psychological distress and depression symptoms (Jordans et al. 2021). This finding suggests that GPM+ may need to be further tailored for refugee adolescents and youth in Kampala to be efficacious in reducing depression. There is a scant evidence base assessing the effectiveness of GPM+ on reducing depression with youth, so further efficacy research with youth in LMIC conflict-affected settings is needed.”

Comment-17. Do you think there are any issues of scalability or implementation around VR based interventions? or VR and GPM+?

Response-17: Thank you for this question that also reflects a query from Reviewer 1. We address this in the conclusions:

“VR based interventions such as implemented in this study involve up-front, one-time costs in developing the VR experience and purchasing VR headsets, but the headsets can be cleaned and reused and the VR experience can be similarly used again, signalling the possibility of scalability. GPM+, however, requires staff to coordinate logistics and implement in-person sessions, so is time and labour intensive and would require more long-term costs in scaling up.”

Comment-18. One limitation is also that there was not any inclusion criteria based on mental health assessments.

Response-18: Thank you for raising this. Based on your comment and the previous reviewer we now add this as a limitation:

“Another limitation was not restricting inclusion criteria based on mental health screening to only include persons with moderate to severe levels of depression, as this may have allowed more accurate evaluations of the effect of the VR interventions on depression.”

Review: Findings from the Tushirikiane-4-MH (supporting each other for mental health) mobile health–supported virtual reality randomized controlled trial among urban refugee youth in Kampala, Uganda — R1/PR7

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Recommendation: Findings from the Tushirikiane-4-MH (supporting each other for mental health) mobile health–supported virtual reality randomized controlled trial among urban refugee youth in Kampala, Uganda — R1/PR8

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Decision: Findings from the Tushirikiane-4-MH (supporting each other for mental health) mobile health–supported virtual reality randomized controlled trial among urban refugee youth in Kampala, Uganda — R1/PR9

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