Active Engagement with Virtual Reality Reduces Stress and Increases Positive Emotions

被引:0
|
作者
Kim, Irene [1 ]
Azimi, Ehsan [1 ]
Kazanzides, Peter [1 ]
Huang, Chien-Ming [1 ]
机构
[1] Johns Hopkins Univ, Baltimore, MD 21218 USA
关键词
Human-centered computing; Human computer interaction (HCI); Empirical studies in HCI; Computing methodologies; Computer graphics; Graphics systems and interfaces; Virtual reality; Applied computing; Law; social; and behavioral sciences; Psychology; HEART-RATE; NEGATIVE AFFECT; RELAXATION; RESILIENCE; SCALES; STATES; PANAS;
D O I
10.1109/ISMAR59233.2023.00067
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
Stress, anxiety, and depression negatively affect productivity and the global economy with an estimated annual cost of $1 trillion U.S. dollars, according to the World Health Organization. Moreover, prolonged daily stress-even if minor-can lead to severe health consequences, including cancer and various mental disorders. Virtual reality (VR) has been shown to be a promising tool for relieving daily stressors given its accessibility and its projected availability as compared to visiting with mental health professionals. Prior work in this area has mostly focused on the restorative effects of nature simulations, demonstrating that passively experiencing immersive nature scenes improves positive affect. However, aside from providing opportunities for exercise, little is known about how active VR engagement can improve one's mental health. To address this research gap, this paper presents a new, active form of VR therapy and assesses its effectiveness as compared to passive VR experiences. We developed VR Drawing-inspired by art therapy, which promotes positive emotions through artistic creation-and VR Throwing-inspired by "rage rooms", which allow people to release negative emotions via intentional destruction. In a between-participants study (n = 64), we found that both VR Drawing and VR Throwing significantly reduced participants' stress levels and increased positive affect when compared to passively watching nature scenes in VR. Linear regression models suggest that the total number of user interactions positively affects improvement in positive emotions for VR Drawing, but has a negative impact on positive emotions for VR Throwing. This study provides empirical evidence of how active VR experiences may reduce stress and offers guidelines for creating future VR applications to promote psychological well-being.
引用
收藏
页码:523 / 532
页数:10
相关论文
共 50 条
  • [31] Virtual reality reduces pain from needles
    Mellis, Craig
    JOURNAL OF PAEDIATRICS AND CHILD HEALTH, 2019, 55 (10) : 1286 - 1286
  • [32] The case for positive emotions in the stress process
    Folkman, Susan
    ANXIETY STRESS AND COPING, 2008, 21 (01): : 3 - 14
  • [33] Effects of Racial Discrimination on Stress, Negative Emotions, and Alcohol Craving: A Registered Report of a Virtual Reality Experiment
    Lui, P. Priscilla
    Gobrial, Sarah
    Stringer, Elizabeth
    Jouriles, Ernest N.
    CULTURAL DIVERSITY & ETHNIC MINORITY PSYCHOLOGY, 2024,
  • [34] NARRATIVE ADDITION INCREASES PHYSICAL ACTIVITY LEVELS DURING ACTIVE VIRTUAL REALITY GAME PLAY
    Sousa, Caio V.
    Pelarski, Victoria J.
    Swaminathan, Neha
    Baran, Aleksandra
    McGarrity, Emma
    Alon, Dar
    Lu, Amy S.
    ANNALS OF BEHAVIORAL MEDICINE, 2022, 56 (SUPP 1) : S404 - S404
  • [35] Virtual reality and 360° panorama technology: a media comparison to study changes in sense of presence, anxiety, and positive emotions
    Eleonora Brivio
    Silvia Serino
    Erica Negro Cousa
    Andrea Zini
    Giuseppe Riva
    Gianluca De Leo
    Virtual Reality, 2021, 25 : 303 - 311
  • [36] How Deep Is a Virtual Reality Experience? Virtual Environments, Emotions and Physiological Measures
    Oliveira, Tiago
    Noriega, Paulo
    Carvalhais, Jose
    Rebelo, Francisco
    Lameira, Vanessa
    ADVANCES IN ERGONOMICS IN DESIGN, 2020, 955 : 462 - 471
  • [37] Virtual reality and 360° panorama technology: a media comparison to study changes in sense of presence, anxiety, and positive emotions
    Brivio, Eleonora
    Serino, Silvia
    Negro Cousa, Erica
    Zini, Andrea
    Riva, Giuseppe
    De Leo, Gianluca
    VIRTUAL REALITY, 2021, 25 (02) : 303 - 311
  • [38] Anxiety increases the feeling of presence in virtual reality
    Bouchard, Stephane
    St-Jacques, Julie
    Robillard, Genevieve
    Renaud, Patrice
    PRESENCE-VIRTUAL AND AUGMENTED REALITY, 2008, 17 (04): : 376 - 391
  • [39] Comparing Player Experience in Video Games Played in Virtual Reality or on Desktop Displays: Immersion, Flow, and Positive Emotions
    Pallavicini, Federica
    Pepe, Alessandro
    CHI PLAY'19: EXTENDED ABSTRACTS OF THE ANNUAL SYMPOSIUM ON COMPUTER-HUMAN INTERACTION IN PLAY, 2019, : 195 - 210
  • [40] Factors Influencing Engagement in Hybrid Virtual and Augmented Reality
    Li, Yue
    Ch'ng, Eugene
    Cobb, Sue
    ACM TRANSACTIONS ON COMPUTER-HUMAN INTERACTION, 2023, 30 (04)