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Poli L, Greco G, Gabriele M, Pepe I, Centrone C, Cataldi S, Fischetti F. Effect of Outdoor Cycling, Virtual and Enhanced Reality Indoor Cycling on Heart Rate, Motivation, Enjoyment and Intention to Perform Green Exercise in Healthy Adults. J Funct Morphol Kinesiol 2024; 9:183. [PMID: 39449477 PMCID: PMC11503324 DOI: 10.3390/jfmk9040183] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/10/2024] [Revised: 09/23/2024] [Accepted: 09/30/2024] [Indexed: 10/26/2024] Open
Abstract
Background: Despite the benefits of physical activity (PA), Italy ranks low in leisure-time PA among European countries. Integrating virtual (VR)/enhanced (ER) reality with exercise equipment could boost PA engagement. Limited studies have explored how VR/ER-integrated cycling activity, compared to outdoor settings, influences PA among university students. Therefore, this study aimed to evaluate the acute effects of a brief cycling session outdoors and indoors on psychological and physiological outcomes, and secondly, investigate the potential of VR/ER-mediated nature experiences as a tool to promote green exercise. Methods: In February 2024, thirty-one subjects (20 M and 11 F; age 24.3 ± 3.2 years; BMI 23.5 ± 3.6 kg/m2) were involved in this randomized crossover-controlled trial, where they were assigned to three different conditions: ER cycling (ERC), VR cycling (VRC), and outdoor cycling (OUTC). Heart rate (HR), Physical Activity Enjoyment (PACE), Intrinsic Motivation Inventory (IMI), and Intention to Perform Green Exercise (INT-GE) were assessed at the end of each condition. Results: The OUTC condition showed significantly greater PACE, IMI, and INT-GE than ERC/VRC (p < 0.001), lower HRmean than ERC/VRC (p < 0.001 and p < 0.05, respectively), and lower HRmax than ERC (p < 0.05). Conclusions: VRC and ERC enhanced engagement and physiological responses during indoor cycling, but outdoor cycling offered superior benefits in motivation, enjoyment, and future engagement intentions. No significant differences were found between VRC and ERC in promoting intentions for outdoor activities, suggesting both technologies could be equally effective.
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Affiliation(s)
| | - Gianpiero Greco
- Department of Translational Biomedicine and Neuroscience (DiBraiN), University of Study of Bari, 70124 Bari, Italy; (L.P.); (M.G.); (I.P.); (C.C.); (F.F.)
| | | | | | | | - Stefania Cataldi
- Department of Translational Biomedicine and Neuroscience (DiBraiN), University of Study of Bari, 70124 Bari, Italy; (L.P.); (M.G.); (I.P.); (C.C.); (F.F.)
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Arts E, De Castro BO, Luteijn E, Elsendoorn B, Vissers CTWM. Interactive virtual reality training to improve socio-emotional functioning in adolescents with developmental language disorders: A feasibility study. Clin Child Psychol Psychiatry 2024; 29:1100-1120. [PMID: 38130070 PMCID: PMC11188569 DOI: 10.1177/13591045231220694] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/23/2023]
Abstract
Methods to effectively improve socio-emotional functioning by adolescents with developmental language disorders (DLD) are scarce. Current methods to improve socio-emotional functioning in adolescents with other neurobiological disorders seem less suitable, as these methods are highly language based. This study therefore examined the feasibility of the virtual reality (VR) training for socio-emotional skills: 'InterAction'. The aims of the present study were to (1) examine whether interactive VR is a feasible training method for adolescents with DLD; (2) investigate adolescents' appreciation of the VR training; (3) examine whether the virtual reality training facilitates the participants' sense of presence during social practice situations in an interactive digital world; and (4) explore whether adolescents socio-emotional skills improved during the six-session training. A sample of nine adolescents (13-16 years) with DLD reported on their presence in VR contexts and their appreciation toward the VR training. They also completed weekly self-reports on their socio-emotional functioning. Results indicated that 'InterAction' was a feasible method to practice socio-emotional functioning with adolescents with DLD. Adolescents highly appreciated the VR training. In addition, adolescents rated the sense of presence as high in the VR training. The individual trajectories showed that improvements in the trained skills varied both between and within participants. The results were also not uniform between the specific skills trained. The findings suggest that interactive virtual reality training may be a promising tool for improving socio-emotional functioning in adolescents with DLD. Future studies should examine the positive indications of this study in a larger sample.
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Affiliation(s)
- Elke Arts
- Behavioural Science Institute, Radboud University, The Netherlands
- Kentalis Academy, Royal Kentalis, The Netherlands
| | - Bram O De Castro
- Research institute of Child Development and Education, University of Amsterdam, The Netherlands
| | - Ellen Luteijn
- Kentalis Academy, Royal Kentalis, The Netherlands
- Secondary School for Special Education for Children and Adolescents with Language and Communication Problems, Royal Kentalis, The Netherlands
| | | | - Constance TWM Vissers
- Behavioural Science Institute, Radboud University, The Netherlands
- Kentalis Academy, Royal Kentalis, The Netherlands
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Ke F, Moon J, Sokolikj Z. Designing and deploying a virtual social sandbox for autistic children. Disabil Rehabil Assist Technol 2024; 19:1178-1209. [PMID: 36524469 DOI: 10.1080/17483107.2022.2156630] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/20/2022] [Revised: 12/01/2022] [Accepted: 12/02/2022] [Indexed: 12/23/2022]
Abstract
PURPOSE This exploratory study was intended to investigate the design and feasibility of using a web virtual reality based social learning space for autistic children at home. MATERIALS AND METHODS The researchers of the current study developed and implemented an open-source, web virtual reality based learning program for children with autism. Endorsing mixed-method convergent parallel design, we collected both qualitative and quantitative data from four autistic children, including repeated measures of social skills performance, self- and parent-reported social and communication competence, observation notes, and individual interviews. RESULTS The study found preliminary evidence for a positive impact of deploying a virtual reality-based social sandbox on the practice and development of complex social skills for autistic children. All participants showed significant reduced social communication impairments from the pre- to the post-intervention phases. Nevertheless, participants' social skills performance in the virtual world was mediated by two social task design features-external goal structure and individualization. CONCLUSIONS Play- and design-oriented social tasks in the three-dimensional virtual world framed meaningful social experiences or the naturalistic intervention for social skills development.
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Affiliation(s)
- Fengfeng Ke
- Department of Educational Psychology and Learning Systems, Florida State University, Tallahassee, FL, USA
| | - Jewoong Moon
- Department of Educational Leadership, Policy, and Technology Studies, University of Alabama, Tuscaloosa, AL, USA
| | - Zlatko Sokolikj
- Department of Scientific Computing, Florida State University, Tallahassee, FL, USA
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Dangare M, Yadav V. Gaming on an Immersive Virtual Reality Platform to Ameliorate the Level of Anxiety in Patients Undergoing Congenital Heart Disease. Cureus 2023; 15:e50694. [PMID: 38234943 PMCID: PMC10792342 DOI: 10.7759/cureus.50694] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/28/2023] [Accepted: 12/17/2023] [Indexed: 01/19/2024] Open
Abstract
The double outlet right ventricle (DORV) is an unusual cardiovascular abnormality that is present at birth. The pulmonary artery and the aorta, the cardiovascular system's two major arteries, link to the right ventricle in the DORV. The coronary artery links to the right ventricular, while in an ideal heart, the aorta connects to the left ventricle. DORV is an issue as the right ventricle delivers blood that is low in oxygen, subsequently distributed all around the human being. DORV is always connected with a further cardiac ailment known as a ventricular septal defect (VSD). Behavioral issues are quite prevalent in children. Emotional-obsessive-compulsive disorder, sadness, stress, social fear, and developmental problems are among them. Virtual reality (VR) is a stimulating experience that uses position tracking and three-dimensional (3D) near-eye presentation to give the participant a realistic view of a virtual environment. VR applications involve enjoyment (especially video games). A nine-year-old female complained of a tingling sensation over her right palm. She also had right-side weakness and convulsions, which were restricted to the dominant side. After investigation and evaluation of the condition, it is a known case of congenital heart defects and was planned for surgical correction. The study aims to provide information on an instance of DORV, transposition of great arteries, VSD, and pulmonary stenosis with resolved brain abscess by giving VR video games to reduce anxiety in patients undergoing an operation.
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Affiliation(s)
- Mansee Dangare
- Cardiovascular and Respiratory Physiotherapy, Ravi Nair Physiotherapy College, Datta Meghe Institute of Higher Education and Research, Wardha, IND
| | - Vaishnavi Yadav
- Cardiovascular and Respiratory Physiotherapy, Ravi Nair Physiotherapy College, Datta Meghe Institute of Higher Education and Research, Wardha, IND
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Alsem SC, van Dijk A, Verhulp EE, Dekkers TJ, De Castro BO. Treating children's aggressive behavior problems using cognitive behavior therapy with virtual reality: A multicenter randomized controlled trial. Child Dev 2023; 94:e344-e361. [PMID: 37459452 DOI: 10.1111/cdev.13966] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/01/2022] [Revised: 05/01/2023] [Accepted: 05/18/2023] [Indexed: 12/05/2023]
Abstract
This multicenter randomized controlled trial investigated whether interactive virtual reality enhanced effectiveness of Cognitive Behavioral Therapy (CBT) to reduce children's aggressive behavior problems. Boys with aggressive behavior problems (N = 115; Mage = 10.58, SD = 1.48; 95.7% born in Netherlands) were randomized into three groups: CBT with virtual reality, CBT with roleplays, or care-as-usual. Bayesian analyses showed that CBT with virtual reality more likely reduced aggressive behavior compared to care-as-usual for six of seven outcomes (ds 0.19-0.95), and compared to CBT with roleplays for four outcomes (ds 0.14-0.68). Moreover, compared to roleplays, virtual reality more likely enhanced children's emotional engagement, practice immersion, and treatment appreciation. Thus, virtual reality may be a promising tool to enhance CBT effectiveness for children with aggressive behavior problems.
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Affiliation(s)
- Sophie C Alsem
- Department of Developmental Psychology, Utrecht University, Utrecht, The Netherlands
- Research Institute of Child Development and Education, University of Amsterdam, Amsterdam, The Netherlands
| | - Anouk van Dijk
- Research Institute of Child Development and Education, University of Amsterdam, Amsterdam, The Netherlands
| | - Esmée E Verhulp
- Department of Developmental Psychology, Utrecht University, Utrecht, The Netherlands
| | - Tycho J Dekkers
- Department of Psychology, University of Amsterdam, Amsterdam, The Netherlands
- Levvel, Academic Center for Child and Adolescent Psychiatry, Amsterdam, The Netherlands
- Department of Child and Adolescent Psychiatry, University Medical Center Groningen, University of Groningen, Groningen, The Netherlands
- Accare Child Study Center, Groningen, The Netherlands
- Department of Child and Adolescent Psychiatry, Amsterdam University Medical Center (AUMC), Amsterdam, The Netherlands
| | - Bram O De Castro
- Research Institute of Child Development and Education, University of Amsterdam, Amsterdam, The Netherlands
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Verhoef REJ, van Dijk A, Thomaes S, Verhulp EE, van Rest MM, De Castro BO. Detecting social information processing profiles of boys with aggressive behavior problems: An interactive virtual reality approach. Dev Psychopathol 2023; 35:1843-1855. [PMID: 35678511 DOI: 10.1017/s0954579422000505] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/06/2022]
Abstract
Children with aggressive behavior problems may aggress for different reasons, requiring tailored assessment and treatment. The aim of this study was to test whether it is possible to detect distinct social information processing (SIP) profiles among boys with aggressive behavior problems. We therefore conducted Latent Profile Analyses on boys' SIP patterns assessed in interactive virtual reality. Additionally, we examined the discriminant validity of these SIP profiles by comparing them on theoretically relevant child characteristics (i.e., temperament, executive functioning, aggressive belief systems, punishment insensitivity, sensation seeking). We presented boys (N = 181; ages 7-13) with a virtual classroom where they could play games with virtual peers. They reported on their SIP in four virtual reality scenarios, designed to assess reactive and proactive aggressive SIP. Results revealed four distinct SIP profiles: a general reactive SIP profile, a situation-specific reactive SIP profile, a mixed reactive-proactive SIP profile, and a nonaggressive SIP profile. Planned contrasts revealed that boys with these SIP profiles differed in temperament, aggressive belief systems, and punishment insensitivity, but not in executive functioning and sensation seeking. Overall, findings suggest that boys differ in the exact SIP patterns underlying their aggressive behavior, providing inroads to tailor interventions to children's individual needs.
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Affiliation(s)
- Rogier E J Verhoef
- Department of Clinical Child and Family Studies, Utrecht University, Utrecht, Netherlands
- Department of Developmental Psychology, Utrecht University, Utrecht, Netherlands
| | - Anouk van Dijk
- Research Institute of Child Development and Education, University of Amsterdam, Amsterdam, Netherlands
| | - Sander Thomaes
- Department of Developmental Psychology, Utrecht University, Utrecht, Netherlands
| | - Esmée E Verhulp
- Department of Developmental Psychology, Utrecht University, Utrecht, Netherlands
| | - Maaike M van Rest
- Department of Clinical Child and Family Studies, Vrije Universiteit Amsterdam, Amsterdam, Netherlands
| | - Bram O De Castro
- Research Institute of Child Development and Education, University of Amsterdam, Amsterdam, Netherlands
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Chun JY, Kim HJ, Hur JW, Jung D, Lee HJ, Pack SP, Lee S, Kim G, Cho CY, Lee SM, Lee H, Choi S, Cheong T, Cho CH. Prediction of Specific Anxiety Symptoms and Virtual Reality Sickness Using In Situ Autonomic Physiological Signals During Virtual Reality Treatment in Patients With Social Anxiety Disorder: Mixed Methods Study. JMIR Serious Games 2022; 10:e38284. [PMID: 36112407 PMCID: PMC9526108 DOI: 10.2196/38284] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/27/2022] [Revised: 06/30/2022] [Accepted: 07/21/2022] [Indexed: 11/13/2022] Open
Abstract
BACKGROUND Social anxiety disorder (SAD) is the fear of social situations where a person anticipates being evaluated negatively. Changes in autonomic response patterns are related to the expression of anxiety symptoms. Virtual reality (VR) sickness can inhibit VR experiences. OBJECTIVE This study aimed to predict the severity of specific anxiety symptoms and VR sickness in patients with SAD, using machine learning based on in situ autonomic physiological signals (heart rate and galvanic skin response) during VR treatment sessions. METHODS This study included 32 participants with SAD taking part in 6 VR sessions. During each VR session, the heart rate and galvanic skin response of all participants were measured in real time. We assessed specific anxiety symptoms using the Internalized Shame Scale (ISS) and the Post-Event Rumination Scale (PERS), and VR sickness using the Simulator Sickness Questionnaire (SSQ) during 4 VR sessions (#1, #2, #4, and #6). Logistic regression, random forest, and naïve Bayes classification classified and predicted the severity groups in the ISS, PERS, and SSQ subdomains based on in situ autonomic physiological signal data. RESULTS The severity of SAD was predicted with 3 machine learning models. According to the F1 score, the highest prediction performance among each domain for severity was determined. The F1 score of the ISS mistake anxiety subdomain was 0.8421 using the logistic regression model, that of the PERS positive subdomain was 0.7619 using the naïve Bayes classifier, and that of total VR sickness was 0.7059 using the random forest model. CONCLUSIONS This study could predict specific anxiety symptoms and VR sickness during VR intervention by autonomic physiological signals alone in real time. Machine learning models can predict the severe and nonsevere psychological states of individuals based on in situ physiological signal data during VR interventions for real-time interactive services. These models can support the diagnosis of specific anxiety symptoms and VR sickness with minimal participant bias. TRIAL REGISTRATION Clinical Research Information Service KCT0003854; https://cris.nih.go.kr/cris/search/detailSearch.do/13508.
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Affiliation(s)
- Joo Young Chun
- School of Industrial and Management Engineering, Korea University, Seoul, Republic of Korea
| | - Hyun-Jin Kim
- Department of Psychiatry, Chungnam National University Sejong Hospital, Sejong, Republic of Korea
| | - Ji-Won Hur
- School of Psychology, Korea University, Seoul, Republic of Korea
| | - Dooyoung Jung
- Department of Biomedical Engineering, Ulsan National Institute of Science and Technology, Ulsan, Republic of Korea
| | - Heon-Jeong Lee
- Department of Psychiatry, Korea University College of Medicine, Seoul, Republic of Korea
| | - Seung Pil Pack
- Department of Biotechnology and Bioinformatics, Korea University, Sejong, Republic of Korea
| | - Sungkil Lee
- Department of Software, Sungkyunkwan University, Suwon, Republic of Korea
| | - Gerard Kim
- Department of Computer Science and Engineering, Digital Experience Laboratory, Korea University, Seoul, Republic of Korea
| | - Chung-Yean Cho
- Department of Film & Multimedia, Korea National University of Arts, Seoul, Republic of Korea
| | - Seung-Moo Lee
- Department of Film & Multimedia, Korea National University of Arts, Seoul, Republic of Korea
| | - Hyeri Lee
- Department of Film & Multimedia, Korea National University of Arts, Seoul, Republic of Korea
| | - Seungmoon Choi
- Department of Computer Science and Engineering, Pohang University of Science and Technology, Pohang, Republic of Korea
| | - Taesu Cheong
- School of Industrial and Management Engineering, Korea University, Seoul, Republic of Korea
| | - Chul-Hyun Cho
- Department of Psychiatry, Korea University College of Medicine, Seoul, Republic of Korea
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The Role of Personalization in the User Experience, Preferences and Engagement with Virtual Reality Environments for Relaxation. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph19127237. [PMID: 35742483 PMCID: PMC9223778 DOI: 10.3390/ijerph19127237] [Citation(s) in RCA: 12] [Impact Index Per Article: 6.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 05/10/2022] [Revised: 06/03/2022] [Accepted: 06/08/2022] [Indexed: 12/10/2022]
Abstract
Virtual Reality Environments (VREs) are widely deployed in mental health treatments, often associated with relaxation techniques. The personalization of natural VR-based scenarios is a key element that can further facilitate users’ sense of presence and relaxation. This study explored the role of VREs’ personalization in the user experience with an environment supporting relaxation, by deploying mixed methods. Methods: A non-clinical sample of 20 individuals participated in exposure to a supportive body-scan-guided relaxation VRE. In the personalized conditions, the participants had the option of choosing the context (e.g., sea, mountain, or countryside) and including in the scenario different types of sounds, visual elements, and changing the time of day and weather. In the standard conditions, individuals were exposed to a relaxing VRE, but they could choose neither the context nor the auditory and visual elements. The order of presentation of the personalized vs non-personalized environments was randomized. Measures regarding relaxation, state-anxiety perceived levels, VRE-related symptoms, the usability of the Virtual Reality (VR) setting, sense of presence, pleasure, activation, engagement, and level of immersion experienced were collected before and after exposure to the VR environments. Results: Findings showed that personalized VREs were preferred by users. Participants generally preferred to experience a greater immersivity, pleasure, engagement, and relaxation in the personalized virtual settings. Conclusion: The study further confirms the role of personalization as a component positively contributing to relaxation and engagement. Future research may further assess this effect in the context of large-scale controlled studies involving clinical and non-clinical populations.
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Management of Aggression in Young Male Adults Using the Virtual Reality-Based Communication Modification Program. APPLIED SCIENCES-BASEL 2022. [DOI: 10.3390/app12052424] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/10/2022]
Abstract
High aggression is common and costly for mental health problems in young adults. Because communication is a universal part of social relationships, including conflicts with others, it could be a possible target for mediating aggression. This study aimed to evaluate whether the virtual reality (VR)-based communication modification program can be utilized for aggression management. Fifty-eight individuals with high aggression (n = 30) and with low aggression (n = 28) completed psychological assessments associated with aggression and functional communication, and they participated in the program, consisting of the three tasks: exploring the communication style, practicing functional communication, and expressing empathy. The participants’ selections and their visual analog scale scores, in response to questions in the tasks, were collected as behavioral data. Results indicated that the high aggression group selected blaming dysfunctional communication style more frequently than the low aggression group. VR-based parameters, expected to reflect dysfunctional communication-related characteristics, showed significantly different correlations with aggression-related traits between the two groups. These findings show that our program may accurately represent an individual’s aggressive traits and elicit the appropriate reaction.
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Testing the Effects of a Virtual Reality Game for Aggressive Impulse Management: A Preliminary Randomized Controlled Trial among Forensic Psychiatric Outpatients. Brain Sci 2021; 11:brainsci11111484. [PMID: 34827483 PMCID: PMC8615718 DOI: 10.3390/brainsci11111484] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/15/2021] [Revised: 11/03/2021] [Accepted: 11/05/2021] [Indexed: 11/16/2022] Open
Abstract
Prior laboratory experiments among healthy samples found that training avoidance movements to angry faces may lower anger and aggression, especially people high in trait anger. To enrich this training and make it more suitable for clinical applications, the present researchers developed it into a Virtual Reality Game for Aggressive Impulse Management (VR-GAIME). The current study examined the effects of this training in a randomized controlled trial among forensic psychiatric outpatients with aggression regulation problems (N = 30). In addition to the aggression replacement training, patients played either the VR-GAIME or a control game. Aggressive behavior was measured pre-, half-way, and post-treatment via self-report and clinicians ratings. No difference was found between the VR-GAIME and the control game. However, the participants reported gaining more insight into their own behavior and that of others. Future VR intervention tools in clinical settings may capitalize more on their benefits for self-reflection within interpersonal settings.
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Li H, Zhang X, Wang H, Yang Z, Liu H, Cao Y, Zhang G. Access to Nature via Virtual Reality: A Mini-Review. Front Psychol 2021; 12:725288. [PMID: 34675840 PMCID: PMC8523668 DOI: 10.3389/fpsyg.2021.725288] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/15/2021] [Accepted: 09/03/2021] [Indexed: 01/05/2023] Open
Abstract
Nature exposure is known to promote physical and mental health. However, actual nature exposure may be difficult to achieve for the population of people with physical disabilities or chronic conditions. Therefore, many attempts have been made to duplicate nature exposure via media devices, and virtual reality (VR) is deemed as a promising technology due to its advantage in creating a sense of immersion. Generally, current studies suggest that being exposed to virtual nature may contribute to psychological and physiological relaxation. Besides, some pieces of evidence indicate that virtual nature may improve attentional resources, cognitive performance, and pain experience. Although VR is deemed as an advanced media, insufficient evidence was found concerning the advantages of VR over traditional two-dimensional media when it comes to simulated nature exposure. On the other hand, computer-generated (CG) scenarios were found to be more beneficial than 360° videos, and mini-games may be useful in creating an interactive VR format for simulated nature exposure. Further research is needed because of the limited relevant studies.
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Affiliation(s)
- Hansen Li
- Key Laboratory of Physical Fitness Evaluation and Motor Function Monitoring of General Administration of Sports of China, Institute of Sports Science, College of Physical Education, Southwest University, Chongqing, China
| | - Xing Zhang
- Department of Basketball and Volleyball, Chengdu Sport University, Chengdu, China
| | - Hongying Wang
- College of Physical Education, JiMei University, Xiamen, China
| | - Zongqian Yang
- Key Laboratory of Physical Fitness Evaluation and Motor Function Monitoring of General Administration of Sports of China, Institute of Sports Science, College of Physical Education, Southwest University, Chongqing, China
| | - Haowei Liu
- Key Laboratory of Physical Fitness Evaluation and Motor Function Monitoring of General Administration of Sports of China, Institute of Sports Science, College of Physical Education, Southwest University, Chongqing, China
| | - Yang Cao
- Clinical Epidemiology and Biostatistics, School of Medical Sciences, Örebro University, Örebro, Sweden.,Unit of Integrative Epidemiology, Institute of Environmental Medicine, Karolinska Institutet, Stockholm, Sweden
| | - Guodong Zhang
- Key Laboratory of Physical Fitness Evaluation and Motor Function Monitoring of General Administration of Sports of China, Institute of Sports Science, College of Physical Education, Southwest University, Chongqing, China
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Verhoef REJ, Verhulp EE, van Dijk A, de Castro BO. Interactive Virtual Reality versus Vignette-Based Assessment of Children's Aggressive Social Information Processing. Res Child Adolesc Psychopathol 2021; 50:621-636. [PMID: 34648102 PMCID: PMC9054903 DOI: 10.1007/s10802-021-00879-w] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 10/08/2021] [Indexed: 11/24/2022]
Abstract
This study examined whether interactive Virtual Reality (VR) provides a more ecologically valid assessment of children’s aggressive social information processing (SIP) and aggressive responses than a standard vignette-based assessment. We developed a virtual classroom where children could meet and play games with virtual peers. Participants were boys (N = 184; ages 7–13) from regular education and special education for children with disruptive behavior problems. They reported on their SIP in four scenarios (i.e., two instrumental gain and two provocation scenarios) presented through both interactive VR and vignettes. Teachers reported on children’s real-life aggressive behavior and reactive and proactive motives for aggression. Results demonstrated that children found the interactive VR assessment more emotionally engaging and immersive than the vignette-based assessment. Moreover, compared to vignettes, the interactive VR assessment evoked higher levels of aggressive SIP and responses in provocation scenarios only. Results supported the enhanced predictive validity of the interactive VR assessment of children’s aggressive SIP and responses, which predicted children’s real-life aggression above and beyond the vignette-based assessment with 2 to 12% additional explained variance. Similar results were found for children’s real-life reactive and proactive motives for aggression, with 3 to 12% additional variance explained by interactive VR above and beyond vignettes. Interactive VR did not, however, evoke larger individual differences (i.e., variances) in children’s aggressive SIP and responses than vignettes. Together, these findings suggest that interactive VR provides a more ecologically valid method to assess children’s aggressive SIP and responses than hypothetical vignettes.
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Affiliation(s)
- Rogier E J Verhoef
- Department of Developmental Psychology, Utrecht University, Heidelberglaan 1, 3508 TC, Utrecht, The Netherlands.
| | - Esmée E Verhulp
- Department of Developmental Psychology, Utrecht University, Heidelberglaan 1, 3508 TC, Utrecht, The Netherlands
| | - Anouk van Dijk
- Department of Developmental Psychology, Utrecht University, Heidelberglaan 1, 3508 TC, Utrecht, The Netherlands
- Research Institute of Child Development and Education, University of Amsterdam, Nieuwe Achtergracht 127, 1001 NG, Amsterdam, The Netherlands
| | - Bram O de Castro
- Department of Developmental Psychology, Utrecht University, Heidelberglaan 1, 3508 TC, Utrecht, The Netherlands
- Research Institute of Child Development and Education, University of Amsterdam, Nieuwe Achtergracht 127, 1001 NG, Amsterdam, The Netherlands
- Centre for Urban Mental Health, University of Amsterdam, Nieuwe Achtergracht 127, 1001 NG, Amsterdam, The Netherlands
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13
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Alsem SC, van Dijk A, Verhulp EE, De Castro BO. Using virtual reality to treat aggressive behavior problems in children: A feasibility study. Clin Child Psychol Psychiatry 2021; 26:1062-1075. [PMID: 34151602 PMCID: PMC8593284 DOI: 10.1177/13591045211026160] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/30/2022]
Abstract
Evidence-based cognitive behavioral therapies (CBTs) for children with aggressive behavior problems have only modest effects. Research is needed into new methods to enhance CBT effectiveness. The aims of the present study were to (1) examine whether interactive virtual reality is a feasible treatment method for children with aggressive behavior problems; (2) investigate children's appreciation of the method; and (3) explore whether children's aggression decreased during the ten-session treatment. Six boys (8-12 years) participated at two clinical centers in the Netherlands. Newly developed weekly reports were collected on treatment feasibility (therapist-report), treatment appreciation (child report), and children's aggression (child/parent report). Results supported treatment feasibility: therapists delivered on average 98% of the session content, provided more than the recommended practice time in virtual reality, experienced few technical issues, and were satisfied with their treatment delivery. Children highly appreciated the treatment. Parents reported decreases in children's aggression over the treatment period (i.e., between week 1 and week 10), but children did not. The promising findings of this feasibility study warrant randomized controlled trials to determine whether interactive virtual reality enhances CBT effectiveness for children with aggressive behavior problems.
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Affiliation(s)
- Sophie C Alsem
- Department of Developmental Psychology, Utrecht University, The Netherlands
| | - Anouk van Dijk
- Department of Developmental Psychology, Utrecht University, The Netherlands
- Research Institute of Child Development and Education, University of Amsterdam, The Netherlands
| | - Esmée E Verhulp
- Department of Developmental Psychology, Utrecht University, The Netherlands
| | - Bram O De Castro
- Department of Developmental Psychology, Utrecht University, The Netherlands
- Research Institute of Child Development and Education, University of Amsterdam, The Netherlands
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Verhoef REJ, van Dijk A, Verhulp EE, de Castro BO. Interactive virtual reality assessment of aggressive social information processing in boys with behaviour problems: A pilot study. Clin Psychol Psychother 2021; 28:489-499. [PMID: 34048619 PMCID: PMC8361679 DOI: 10.1002/cpp.2620] [Citation(s) in RCA: 13] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/05/2021] [Revised: 04/29/2021] [Accepted: 05/21/2021] [Indexed: 11/11/2022]
Abstract
Children's aggressive behaviour is partly determined by how they process social information (e.g., making hostile interpretations or aiming to seek revenge). Such aggressive social information processing (SIP) may be most evident if children are emotionally engaged in actual social interactions. Current methods to assess aggressive SIP, however, often ask children to reflect on hypothetical vignettes. This pilot study therefore examined a new method that actually involves children in emotionally engaging social interactions: interactive virtual reality (VR). We developed a virtual classroom where children could play games with virtual peers. A sample of boys (N = 32; ages 8-13) from regular and special education reported on their SIP in distinct VR contexts (i.e., neutral, instrumental gain and provocation). They also completed a standard vignette-based assessment of SIP. Results demonstrated good convergent validity of interactive VR assessment of SIP, as indicated by significant moderate to large correlations of VR-assessed SIP with vignette-assessed SIP for all SIP variables except anger. Interactive VR showed improved measurement sensitivity (i.e., larger variances in SIP compared to vignettes) for aggressive responding, but not for other SIP variables. Discriminant validity (i.e., distinct SIP patterns across contexts) of interactive VR was supported for provocation contexts, but not for instrumental gain contexts. Last, children were more enthusiastic about the VR assessment compared to the vignette-based assessment. These findings suggest that interactive VR may be a promising tool, allowing for the assessment of children's aggressive SIP in standardized yet emotionally engaging social interactions.
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Affiliation(s)
| | - Anouk van Dijk
- Department of Developmental PsychologyUtrecht UniversityUtrechtThe Netherlands
- Research Institute of Child Development and EducationUniversity of AmsterdamAmsterdamThe Netherlands
| | - Esmée E. Verhulp
- Department of Developmental PsychologyUtrecht UniversityUtrechtThe Netherlands
| | - Bram O. de Castro
- Department of Developmental PsychologyUtrecht UniversityUtrechtThe Netherlands
- Research Institute of Child Development and EducationUniversity of AmsterdamAmsterdamThe Netherlands
- Centre for Urban Mental HealthUniversity of AmsterdamAmsterdamThe Netherlands
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