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Lotfinia S, Yaseri A, Jamshidmofid P, Nazari F, Shahkaram H, Yaztappeh JS, Kianimoghadam AS. Effect of Relaxation-Based Virtual Reality on Psychological and Physiological Stress of Substance Abusers Under Detoxification: A Randomized Controlled Trial. Brain Behav 2024; 14:e70084. [PMID: 39402817 PMCID: PMC11473653 DOI: 10.1002/brb3.70084] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/11/2024] [Revised: 08/16/2024] [Accepted: 09/15/2024] [Indexed: 10/19/2024] Open
Abstract
INTRODUCTION Substance abuse is a widespread problem, with high rates of treatment dropout. Stress plays a crucial role in this problem, so innovative interventions with stressed patients can assist them in completing treatment. METHODS This study is a randomized controlled trial with 60 participants who have substance abuse disorder undergoing detoxification at a residency facility in Tehran, Iran. Participants were randomly assigned to one of three groups: watching a 360° video of nature, a 360° video of a city environment, or no virtual experience. The intervention was performed only for one session. Psychological stress was measured using the Positive and Negative Affect Schedule and Perceived Stress Scale before and after the intervention. Physiological stress was assessed through respiratory rate, skin conductance, and heart rate recordings during the virtual reality (VR) experience. Data analysis was performed using R software (version 4.2). RESULTS Paired t-test results indicated significant psychological differences before and after virtual nature experiences, but not in the control and city groups. The repeated measure ANOVA showed a significant reduction in skin conductance (p < 0.01) and respiratory rate (p < 0.01) scores in the nature group. CONCLUSION The findings suggest that VR relaxation could be a potentially beneficial intervention for reducing stress in patients during detoxification.
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Affiliation(s)
- Shahab Lotfinia
- Department of Clinical PsychologyTaleghani Hospital Research Development UnitSchool of MedicineShahid Beheshti University of Medical ScienceTehranIran
| | - Aram Yaseri
- School of MedicineShahid Beheshti University of Medical ScienceTehranIran
| | - Pardis Jamshidmofid
- Department of Clinical PsychologyTaleghani Hospital Research Development UnitSchool of MedicineShahid Beheshti University of Medical ScienceTehranIran
| | - Fatemeh Nazari
- Department of Clinical PsychologyTaleghani Hospital Research Development UnitSchool of MedicineShahid Beheshti University of Medical ScienceTehranIran
| | - Homa Shahkaram
- Department of Clinical PsychologyTaleghani Hospital Research Development UnitSchool of MedicineShahid Beheshti University of Medical ScienceTehranIran
| | - Jafar Sarani Yaztappeh
- Department of Clinical PsychologyTaleghani Hospital Research Development UnitSchool of MedicineShahid Beheshti University of Medical ScienceTehranIran
| | - Amir Sam Kianimoghadam
- Department of Clinical PsychologyTaleghani Hospital Research Development UnitSchool of MedicineShahid Beheshti University of Medical ScienceTehranIran
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Otten K, van Rompay TJ, van 't Klooster JWJ, Gerritsen DL, Westerhof GJ. Exploring small stories of older adults elicited by virtual nature videos with a randomized online survey. Digit Health 2024; 10:20552076241261886. [PMID: 39291157 PMCID: PMC11406585 DOI: 10.1177/20552076241261886] [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: 08/10/2023] [Accepted: 05/29/2024] [Indexed: 09/19/2024] Open
Abstract
Objective Counteracting feelings of loneliness among older adults underscores the need to improve social well-being, for example, by sharing small stories. Interestingly, virtual representation of nature (VN) can stimulate social aspirations and trigger associations, which could be used as conversational material. Especially nature's characteristics of mystery and spaciousness seem promising. Therefore, it was investigated whether VN can elicit small stories in older adults using a randomized 2 (mystery: low vs. high) × 2 (spaciousness: low vs. high) design. Methods In total 118 participants (60 years and older) were recruited. Small stories, nature-relatedness, available nature opportunities and demographics were measured. The small stories were analysed with respect to story elements (sum range: 0-4) and storytelling characteristics (ease of storytelling, valence, social intention). Results The VN were able to elicited small stories: 97% (N = 115) contained at least one story element. Moreover, when participants felt more related to nature and assigned more positive valence to their story, they also had stronger intentions to use their story for social interaction. The VN characteristics of mystery and spaciousness showed no effects. Conclusion Not so much the characteristics of nature (mystery and spaciousness) as the characteristics of the participants (nature-relatedness) played an important role in eliciting and sharing small stories.
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Affiliation(s)
- Kars Otten
- Faculty of Behavioural, Management and Social Sciences, University of Twente, Enschede, The Netherlands
| | - Thomas Jl van Rompay
- Faculty of Behavioural, Management and Social Sciences, University of Twente, Enschede, The Netherlands
| | | | - Debby L Gerritsen
- RadboudUMC, Department of Primary and Community Care, Nijmegen, The Netherlands
| | - Gerben J Westerhof
- Faculty of Behavioural, Management and Social Sciences, University of Twente, Enschede, The Netherlands
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Brambilla E, Petersen E, Stendal K, Sundling V, MacIntyre TE, Calogiuri G. Effects of immersive virtual nature on nature connectedness: A systematic review and meta-analysis. Digit Health 2024; 10:20552076241234639. [PMID: 38533309 PMCID: PMC10964443 DOI: 10.1177/20552076241234639] [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: 06/07/2023] [Accepted: 01/26/2024] [Indexed: 03/28/2024] Open
Abstract
Objective This study systematically summarizes the extant literature on the impacts of immersive virtual nature (IVN) on nature connectedness in the general population. Methods Papers were considered eligible if peer-reviewed, in English language, comprising experimental or quasi-experimental trials, including at least one outcome relative to nature connectedness in the general population. Database search was conducted on Scopus, Web of Science, Google Scholar, Medline, and GreenFILE (22-28 November 2021). Risk of bias was established by the Cochrane RoB 2 tool. Data synthesis was conducted through meta-analysis according with the Cochrane Consumers and Communication Group guidelines. Results Six eligible papers (9 studies; n = 730) were selected, in which IVN was compared to (i) non-immersive virtual nature, (ii) immersive virtual built environments, (iii) non-immersive virtual built environments, and (iv) actual nature. The risk of bias was predominantly "low" or of "some concerns." Meta-analyses showed a statistically significant overall effect for the first (g = 0.26; 95% CI = 0.06-0.45; I2 = 35%) and fourth group (g = -1.98; 95% CI = -3.21 to -0.75; I2 = 96%), the former in favor of IVN and the latter in favor of actual nature. Subgroup analyses were conducted for the first and second groups of studies to explore possible sources of heterogeneity. The small number of studies available limits the validity of the outcomes of the meta-analyses. Conclusion The findings indicate that IVN may be an effective tool for the promotion of nature connectedness, although the evidence in this field is still limited and largely mixed. Recommendations for future research are discussed.
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Affiliation(s)
- Elena Brambilla
- Centre for Health and Technology, Department of Nursing and Health Sciences, University of South-Eastern Norway, Drammen, Norway
| | - Evi Petersen
- Department of Sports, Physical Education and Outdoor Studies, University of South-Eastern Norway, Bø, Norway
- Department of Early Childhood Education, Oslo Metropolitan University, Oslo, Norway
| | - Karen Stendal
- Department of Business, Marketing and Law, University of South-Eastern Norway, Ringerike, Norway
| | - Vibeke Sundling
- Department of Optometry, Radiography and Lighting Design, University of South-Eastern Norway, Kongsberg, Norway
| | - Tadhg E MacIntyre
- All Institute, Department of Psychology, Maynooth University, Maynooth, Irlanda
| | - Giovanna Calogiuri
- Centre for Health and Technology, Department of Nursing and Health Sciences, University of South-Eastern Norway, Drammen, Norway
- Section for Public Health, Department of Public Health and Sport Sciences, Inland Norway University of Applied Science, Elverum, Norway
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Theodorou A, Spano G, Bratman GN, Monneron K, Sanesi G, Carrus G, Imperatori C, Panno A. Emotion regulation and virtual nature: cognitive reappraisal as an individual-level moderator for impacts on subjective vitality. Sci Rep 2023; 13:5028. [PMID: 36977705 PMCID: PMC10043509 DOI: 10.1038/s41598-023-30287-7] [Citation(s) in RCA: 4] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/15/2022] [Accepted: 02/20/2023] [Indexed: 03/30/2023] Open
Abstract
People who make habitual use of an emotion regulation strategy such as cognitive reappraisal may be more sensitive to the emotion cues coming from a surrounding natural environment and, thus, get more benefits from virtual nature exposure such as enhanced subjective vitality. However, no previous study investigated the moderating role of cognitive reappraisal in the relationship between exposure to different types of natural environments (a national park, a lacustrine environment, and an arctic environment vs. an urban environment) and subjective vitality. We designed a between-subject design (four conditions, one per type of environment) with a sample of 187 university students (Mage = 21.17, SD = 2.55). Participants were exposed to four 360° panoramic photos of the environment for one minute each with a virtual reality head-mounted display. The results of a multicategorical moderation analysis attested that there were two significant interactions, respectively between lacustrine and arctic environments and cognitive reappraisal. More specifically, for participants with low levels of habitual use of cognitive reappraisal, the effects of virtual nature (vs. urban) exposure on subjective vitality were not significant, while for participants with high levels, the effects were significant and positive. Findings show how the potential of virtual nature may be boosted with training aimed at increasing the general use of cognitive reappraisal, supports enhancing the applications of virtual nature, and demonstrates the need to take individual differences into account when determining the benefits of these applications.
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Affiliation(s)
- Annalisa Theodorou
- Department of Education, Roma Tre University, 20 Via del Castro Pretorio, 00185, Rome, Italy.
| | - Giuseppina Spano
- Department of Education, Psychology, Communication Sciences, University of Bari Aldo Moro, Bari, Italy
| | - Gregory N Bratman
- School of Environmental and Forest Sciences, University of Washington, Seattle, USA
| | - Kevin Monneron
- Geographic Research and Application Laboratory (GREAL), European University of Rome, Rome, Italy
| | - Giovanni Sanesi
- Department of Agricultural and Environmental Sciences, University of Bari Aldo Moro, Bari, Italy
| | - Giuseppe Carrus
- Department of Education, Roma Tre University, 20 Via del Castro Pretorio, 00185, Rome, Italy
| | | | - Angelo Panno
- Department of Human Science, European University of Rome, Rome, Italy.
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Learning about Victims of Holocaust in Virtual Reality: The Main, Mediating and Moderating Effects of Technology, Instructional Method, Flow, Presence, and Prior Knowledge. MULTIMODAL TECHNOLOGIES AND INTERACTION 2023. [DOI: 10.3390/mti7030028] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 03/09/2023] Open
Abstract
The goal of the current study was to investigate the effects of a virtual reality (VR) simulation of Anne Frank’s hiding place on learning. In a 2 × 2 experiment, 132 middle school students learned about the living conditions of Anne Frank, a girl of Jewish heritage during the Second World War, through desktop VR (DVR) and head-mounted display VR (HMD-VR) (media conditions). Approximately half of each group engaged in an explorative vs. an expository learning approach (method condition). The exposition group received instructions on how to explore the hiding place stepwise, whereas the exploration group experienced it autonomously. Next to the main effects of media and methods, the mediating effects of the learning process variables of presence and flow and the moderating effects of contextual variables (e.g., prior technical knowledge) have been analyzed. The results revealed that the HMD-VR led to significantly improved evaluation, and—even if not statistically significant—perspective-taking in Anne, but less knowledge gain compared to DVR. Further results showed that adding instructions and segmentation within the exposition group led to significantly increased knowledge gain compared to the exploration group. For perspective-taking and evaluation, no differences were detected. A significant interaction between media and methods was not found. No moderating effects by contextual variables but mediating effects were observed: For example, the feeling of presence within VR can fully explain the relationships between media and learning. These results support the view that learning processes are crucial for learning in VR and that studies neglecting these learning processes may be confounded. Hence, the results pointed out that media comparison studies are limited because they do not consider the complex interaction structures of media, instructional methods, learning processes, and contextual variables.
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Ho MH, Wu MS, Yen HY. Effects of virtual reality natural experiences on factory workers' psychological and physiological stress. Front Psychol 2023; 14:993143. [PMID: 36949920 PMCID: PMC10025299 DOI: 10.3389/fpsyg.2023.993143] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/13/2022] [Accepted: 02/15/2023] [Indexed: 03/08/2023] Open
Abstract
Introduction Manufacturing facilities and factories are stressful work environments. Interventions to improve factory workers' stress is necessary to promote occupational health. This study aimed to examine the effects of virtual reality natural experiences on furniture factory employees' psychological and physiological stress. Methods A single-blinded, non-randomised quasi-experimental study was conducted between July and December 2021. Factory workers were recruited from two factories, and all participants at a given factory were assigned to either an experimental group or a comparison group. The intervention was conducted in a clean conference room once a week for 12 weeks during the worker's break time. The experimental group received virtual reality natural experiences consisting of 30-minute nature-based 360° videos which were played in a headset. The generalised estimating equations were performed for the statistical analyses. Results In total, 35 participants completed the intervention. As to psychological stress, the experimental group showed improvements in distress, depression, and anxiety, and a positive affect after the intervention compared to the comparison group. As to physiological stress, the experimental group showed improvements in indicators of heart rate variability compared to the comparison group, including standard deviations of all normal-to-normal intervals, low-frequency power, and high-frequency power. Discussion Virtual reality is an innovative platform to bring the natural environment into an indoor environment to create similar health effects.
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Affiliation(s)
- Mu-Hsing Ho
- School of Nursing, LKS Faculty of Medicine, The University of Hong Kong, Pokfulam, Hong Kong SAR, China
| | - Meng-Shin Wu
- School of Gerontology and Long-Term Care, College of Nursing, Taipei Medical University, Taipei, Taiwan
| | - Hsin-Yen Yen
- School of Gerontology and Long-Term Care, College of Nursing, Taipei Medical University, Taipei, Taiwan
- *Correspondence: Hsin-Yen Yen, ;
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Plechatá A, Morton T, Perez-Cueto FJA, Makransky G. A randomized trial testing the effectiveness of virtual reality as a tool for pro-environmental dietary change. Sci Rep 2022; 12:14315. [PMID: 35995946 PMCID: PMC9395353 DOI: 10.1038/s41598-022-18241-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/05/2022] [Accepted: 08/08/2022] [Indexed: 11/16/2022] Open
Abstract
This study investigates the impact of an efficacy-focused virtual reality (VR) intervention designed according to instructional design principles on eating behavior. In the preregistered intervention study, psychology students were randomly assigned to nine seminar blocks. Employing parallel design, they were allocated to either a VR intervention to experience the environmental impact of food behavior (1) and alter the future by revising food choices (2) or to a passive control condition. The data from 123 participants (78% female, mean age 25.03, SD = 6.4) were analyzed to investigate the effect of the VR intervention on dietary footprint measured from 1 week before to 1 week after the intervention. The VR intervention decreased individual dietary footprints (d = 0.4) significantly more than the control condition. Similarly, the VR condition increased response efficacy and knowledge to a larger extent compared to the control. For knowledge, the effect persisted for 1 week. The VR intervention had no impact on intentions, self-efficacy, or psychological distance. Additional manipulation of normative feedback enhanced self-efficacy; however, manipulation of geographical framing did not influence psychological distance. This research received no financial support from any funding agency and was registered on 15/09/2021 at Open Science Foundation with the number 10.17605/OSF.IO/2AXF3.
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Affiliation(s)
- Adéla Plechatá
- Department of Psychology, University of Copenhagen, Øster Farimagsgades 2A, 1353, Copenhagen K, Denmark.
| | - Thomas Morton
- Department of Psychology, University of Copenhagen, Øster Farimagsgades 2A, 1353, Copenhagen K, Denmark
| | - Federico J A Perez-Cueto
- Department of Food, Nutrition and Culinary Science, Umeå University, Lärarutbildningshuset, Plan 4, 901 87, Umeå, Sweden
| | - Guido Makransky
- Department of Psychology, University of Copenhagen, Øster Farimagsgades 2A, 1353, Copenhagen K, Denmark
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