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虚拟现实生物反馈视频游戏对焦虑调节的可视化、自我效能感和控制源的影响。

Visualization, Self-Efficacy, and Locus of Control in a Virtual Reality Biofeedback Video Game for Anxiety Regulation.

机构信息

Orthopedagogics: Family and Behaviour, Faculty of Social Sciences, Radboud University, Nijmegen, Netherlands.

Research Support Office, Faculty of Behavioural, Management and Social Sciences, University of Twente, Enschede, Netherlands.

出版信息

Cyberpsychol Behav Soc Netw. 2022 Jun;25(6):360-368. doi: 10.1089/cyber.2022.0030. Epub 2022 May 24.

Abstract

The current study aimed to identify specific feedback mechanics and psychological processes that may contribute to positive outcomes in biofeedback applications for anxiety regulation. Specifically, using a dismantling study design, the unique impact of visualizations that directly mirror users' breathing was examined in relation to anxiety regulation as well as locus of control and self-efficacy. Following an anxiety induction, participants ( = 67) were randomly assigned to play one of two variations of a biofeedback video game. In both versions, players' in-game movement was contingent on their breathing; however, the experimental condition additionally included visualizations that directly mirrored players' breathing. Changes in self-reported state anxiety and physiological arousal were measured as well as the level of internal control and self-efficacy participants experienced while playing the game. Results showed that all participants were able to effectively reduce their anxiety and arousal, but no condition differences were found. Implementing mirroring visualizations did not contribute to individuals' ability to self-regulate nor their self-efficacy or locus of control above and beyond receiving feedback based on their in-game movement. Overall, individuals who experienced higher self-efficacy and a stronger internal locus of control were better able to regulate their anxiety, but no clear links were found with changes in self-reported physiological arousal. In light of these results, we recommend the continued exploration of the role of specific design choices and intervention components as well as underlying mechanisms of change in biofeedback interventions, especially pertaining to how individuals perceive themselves and their ability to change.

摘要

本研究旨在确定特定的反馈机制和心理过程,这些机制和过程可能有助于生物反馈应用在焦虑调节中取得积极的结果。具体来说,本研究采用分解研究设计,考察了与焦虑调节、控制源和自我效能感相关的直接反映用户呼吸的可视化效果的独特影响。在焦虑诱发后,参与者(n=67)被随机分配到两种生物反馈视频游戏变体中的一种进行游戏。在这两种版本中,玩家在游戏中的移动都取决于他们的呼吸;然而,实验组还包括直接反映玩家呼吸的可视化效果。测量了自我报告的状态焦虑和生理唤醒的变化,以及参与者在玩游戏时体验到的内部控制和自我效能感的水平。结果表明,所有参与者都能够有效地降低他们的焦虑和唤醒,但没有发现条件差异。与基于游戏中运动的反馈相比,实施镜像可视化效果并没有增加个体自我调节的能力、自我效能感或控制源。总体而言,自我效能感较高和内部控制较强的个体能够更好地调节他们的焦虑,但与自我报告的生理唤醒变化之间没有明显的联系。鉴于这些结果,我们建议继续探索特定设计选择和干预成分以及生物反馈干预措施中变化的潜在机制的作用,特别是关于个体如何看待自己和改变自己的能力。

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