 This study aimed to explore the feasibility of a six-week immersive virtual reality, IVR, exogame-based intervention in reducing anxiety, depression, and perceived stress among university students and examined the usability and acceptability of such games. The results showed that participants mean depression scores decreased significantly after the intervention, and most participants found the IVR exogame to have good usability were satisfied with the gameplay experience and would play it again in the future. Additionally, 73% of participants recommended the IVR exogame to their friends. Overall, the study suggests that the IVR exogame has potential to reduce depression levels among university students and is highly acceptable and usable. This article was authored by Wenxiu, Heining Leong, Nilafar Begiye, and others.