关键词: computer mindfulness meditation mood simulator sickness virtual reality

来  源:   DOI:10.3389/fpsyg.2023.1157469   PDF(Pubmed)

Abstract:
UNASSIGNED: Mindfulness interventions are effective in improving mood, reducing stress, and increasing quality of life. New developments in technology bring important channels to deliver mindfulness interventions that can increase accessibility, such as the Internet, computerised interventions, mobile apps and recently, virtual reality (VR). The aim of the present study is to enhance our current understanding of the use of VR in mindfulness, namely we examined in a pilot randomised trial the efficacy of an immersive VR-based mindfulness approach compared to an active control (computerised-based mindfulness meditation) on improving mood. A secondary objective was to examine whether VR use resulted in simulator sickness which could affect user engagement.
UNASSIGNED: Forty-seven (Mage = 29.22 years) healthy participants were randomly assigned to the experimental or control group.
UNASSIGNED: A mixed 2X3 ANOVA showed a significant Time effect. Namely, negative emotions were reduced in both groups, with non-significant differences between groups. For positive emotions, on the other hand, our results showed no significant impact. Simulator sickness in VR was not present, according to t-test, making VR a safe delivery method.
UNASSIGNED: Future research should investigate VR dosage and combine VR with other interventions (e.g., blended with face-to-face mindfulness interventions, with Internet-delivered interventions).
摘要:
正念干预有效改善情绪,减轻压力,提高生活质量。技术的新发展带来了提供正念干预措施的重要渠道,这些干预措施可以增加可及性,比如互联网,计算机化干预措施,移动应用程序和最近,虚拟现实(VR)。本研究的目的是加强我们目前对VR在正念中的使用的理解,也就是说,我们在一项试点随机试验中检查了基于沉浸式VR的正念方法与主动控制(基于计算机的正念冥想)在改善情绪方面的功效。第二个目标是检查VR的使用是否会导致模拟器疾病,从而影响用户的参与度。
47名(Mage=29.22岁)健康参与者被随机分配到实验组或对照组。
混合2X3方差分析显示出显著的时间效应。即,两组的负面情绪都有所降低,组间无显著差异。对于积极的情绪,另一方面,我们的结果显示没有显著影响.VR中不存在模拟器疾病,根据t检验,使VR成为一种安全的交付方式。
未来的研究应该调查VR剂量,并将VR与其他干预措施相结合(例如,与面对面的正念干预相结合,使用互联网提供的干预措施)。
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