觉醒对于学习重组消极认知可能很重要,抑郁症治疗的核心技术。在虚拟现实(VR)中,情况可能比,例如,以一种富有想象力的方法,可能有助于负面认知的情绪激活。然而,目前还不清楚VR中的这种激活和随后的认知重构是否会引发更多的生理,例如,皮肤电导(SC)的变化,心率(HR),和自我报告的唤醒。
在交叉实验中,41名健康学生经历了两套,一个在VR中,一个面对面(F2F),旨在激活消极认知的三种情况。集合的顺序和递送方式是随机的。可穿戴腕带监测SC和HR;口头记录自我报告的唤醒。
重复测量方差分析显示每分钟明显更多的SC峰,F(1,40)=13.89,p=.001,较高的平均SC,F(1,40)=7.47,p=.001,较高的平均HR,F(1,40)=75.84,与F2F相比,在VR中p<.001。对于自我报告的觉醒,配对样本t检验没有出现差异,t(40)=-1.35,p=.18。
据我们所知,这是第一项研究表明,与富有想象力的方法相比,VR中的情绪激活和随后的认知重构可以导致更多的生理唤醒。这些发现需要重复才能扩展到患者人群。
Arousal may be important for learning to restructure ones\' negative cognitions, a core technique in depression treatment. In virtual reality (VR), situations may be experienced more vividly than, e.g., in an imaginative approach, potentially aiding the emotional activation of negative cognitions. However, it is unclear whether such activation and subsequent cognitive restructuring in VR elicits more physiological, e.g. changes in skin conductance (SC), heart rate (HR), and self-reported arousal.
In a cross-over experiment, 41 healthy students experienced two sets, one in VR, one face-to-face (F2F), of three situations aimed at activating negative cognitions. Order of the sets and mode of delivery were randomised. A wristband wearable monitored SC and HR; self-reported arousal was registered verbally.
Repeated measures analyses of variance revealed significantly more SC peaks per minute, F (1, 40) = 13.89, p = .001, higher mean SC, F (1,40) = 7.47, p = .001, and higher mean HR, F (1, 40) = 75.84, p < .001 in VR compared to F2F. No differences emerged on the paired-samples t-test for self-reported arousal, t (40) = -1.35, p = .18.
To the best of our knowledge, this is the first study indicating that emotional activation and subsequent cognitive restructuring in VR can lead to significantly more physiological arousal compared to an imaginative approach. These findings need to be replicated before they can be extended to patient populations.