Department of Pediatrics and Adolescent Medicine, Division of Pediatric Pulmonology, Allergology and Endocrinology, Medical University of Vienna, Waehringer Guertel 18-20, 1090, Vienna, Austria.
Comprehensive Center for Pediatrics, CCP, Medical University of Vienna, Vienna, Austria.
Appl Psychophysiol Biofeedback. 2022 Mar;47(1):1-15. doi: 10.1007/s10484-021-09529-9. Epub 2021 Dec 3.
Over the past decades, virtual reality (VR) has found its way into biofeedback (BF) therapy programs. Using VR promises to overcome challenges encountered in traditional BF such as low treatment motivation, low attentional focus and the difficulty of transferring learnt abilities to everyday life. Yet, a comprehensive research synthesis is still missing. Hence, this scoping review aims to provide an overview over empirical studies on VR based BF regarding key outcomes, included samples, used soft- and hardware, BF parameters, mode of application and potential limitations. We systematically searched Medline, PsycINFO, Scopus, CINAHL, Google Scholar and Open Grey for empirical research. Eighteen articles met the inclusion criteria. Samples mostly consisted of healthy (44.4%) and/or adult (77.7%) participants. Outcomes were mainly anxiety (44.4%), stress (44.4%) or pain reduction (11.1%), which were reduced by the VR-BF interventions at least as much as by classical BF. Participants in VR-BF interventions showed higher motivation and involvement as well as a better user experience. Heart rate or heart rate variability were the most frequently used BF parameters (50.0%), and most VR-BF interventions (72.2%) employed a natural environment (e.g., island). Currently, there is no clear evidence that VR-BF is more effective than traditional BF. Yet, results indicate that VR-BF may have advantages regarding motivation, user experience, involvement and attentional focus. Further research is needed to assess the specific impact of VR and gamification. Also, testing a broader range of clinical and younger samples would allow more far-reaching conclusions.
在过去的几十年中,虚拟现实(VR)已经在生物反馈(BF)治疗计划中找到了自己的位置。使用 VR 有望克服传统 BF 中遇到的挑战,例如治疗动机低、注意力不集中以及将所学技能转移到日常生活中的困难。然而,目前仍缺乏全面的研究综合。因此,本 scoping 综述旨在提供关于基于 VR 的 BF 的实证研究的概述,重点介绍关键结果、纳入的样本、使用的软件和硬件、BF 参数、应用模式和潜在限制。我们系统地在 Medline、PsycINFO、Scopus、CINAHL、Google Scholar 和 Open Grey 中搜索了实证研究。有 18 篇文章符合纳入标准。样本主要由健康(44.4%)和/或成年(77.7%)参与者组成。结果主要是焦虑(44.4%)、压力(44.4%)或疼痛减轻(11.1%),VR-BF 干预至少与经典 BF 一样能减轻这些症状。VR-BF 干预组的参与者表现出更高的动机和参与度以及更好的用户体验。心率或心率变异性是最常用的 BF 参数(50.0%),大多数 VR-BF 干预(72.2%)采用自然环境(如岛屿)。目前,尚无明确证据表明 VR-BF 比传统 BF 更有效。然而,结果表明,VR-BF 可能在动机、用户体验、参与度和注意力集中方面具有优势。需要进一步研究来评估 VR 和游戏化的具体影响。此外,测试更广泛的临床和年轻样本将允许得出更深远的结论。
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