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沉浸式虚拟现实注意偏向矫正对健康人群焦虑缓解的影响。

The effect of immersive virtual reality-based attentional bias modification on anxiety mitigation in healthy population.

机构信息

Beijing Key Laboratory of Learning and Cognition, College of Psychology, Capital Normal University, Haidian, China.

出版信息

Psych J. 2022 Dec;11(6):956-967. doi: 10.1002/pchj.581. Epub 2022 Aug 3.

Abstract

The present study compared an immersive virtual reality-based attentional bias modification (immersive VR-ABM) with the desktop version of the VR-ABM and an immersive virtual reality-based game (immersive VR-game) to examine the possible effect of the immersive presence on self-reported emotional reactions to a stressful task. One hundred and twenty participants were randomly assigned into three groups, and each group received a three-turn induction-intervention training. Anxiety symptoms were assessed at pre-induction, post-induction, and post-training. Results showed that virtual reality-based anxiety was induced and alleviated successfully in all three groups, but only the immersive VR-ABM group showed an accumulated effect on self-reported anxiety across sessions. The attentional bias based on probe latencies indicated no significant change in either the immersive or desktop VR-ABM groups. The present findings support the hypothesized VR-ABM's effect on self-reported anxiety at the immersive presence. The practical implications of using immersive VR-ABM are discussed for obtaining ecological validity.

摘要

本研究比较了基于沉浸式虚拟现实的注意偏向矫正(immersive VR-ABM)与基于桌面虚拟现实的注意偏向矫正(desktop VR-ABM)和基于沉浸式虚拟现实的游戏(immersive VR-game),以检验沉浸式体验对报告的应激任务情绪反应的可能影响。120 名参与者被随机分配到三组,每组接受三轮诱导-干预训练。在诱导前、诱导后和训练后评估焦虑症状。结果表明,三组均成功地诱导和缓解了基于虚拟现实的焦虑,但只有沉浸式 VR-ABM 组在各次会话中表现出对自我报告焦虑的累积效应。基于探针潜伏期的注意偏向表明,沉浸式或桌面 VR-ABM 组均未发生显著变化。本研究结果支持 VR-ABM 在沉浸式体验下对自我报告焦虑的假设效应。讨论了使用沉浸式 VR-ABM 获得生态有效性的实际意义。

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