Beijing Key Laboratory of Learning and Cognition, College of Psychology, Capital Normal University, Haidian, China.
Psych J. 2022 Dec;11(6):956-967. doi: 10.1002/pchj.581. Epub 2022 Aug 3.
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.
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。