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虚拟现实与音乐对心理健康的影响。

Virtual reality and music's impact on psychological well-being.

作者信息

Alexanian Stephen, Foxman Maxwell, Pimentel Danny

机构信息

School of Journalism and Communication, University of Oregon, Eugene, OR United States.

University of Oregon, Oregon Reality Labs, School of Journalism and Communication, Portland, OR, United States.

出版信息

Front Rehabil Sci. 2022 Aug 11;3:864990. doi: 10.3389/fresc.2022.864990. eCollection 2022.

DOI:10.3389/fresc.2022.864990
PMID:36188907
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC9397989/
Abstract

Quality of life is bound to psychological well-being, which in turn is affected by the frequency and magnitude of negative mood states. To regulate mood states, humans often consume media such as music and movies, with varied degrees of effectiveness. The current investigation examined the effectiveness of virtual reality (VR) vs. two-dimensional (2D) online interventions with various stimuli (audiovisual vs. visual only vs. audio only) to assess which interventions were most effective for improved well-being. Additionally, this study examined which groups displayed the highest amount of perceived presence to understand what components are essential when maximizing a person's subjective feeling of being "in" a new place and if this translated toward therapeutic results. Our data suggests that even though VR participants generally experienced more presence and had similar benefits as 2D groups for increasing positive mood, only participants in the 2D groups had a reduction in negative mood overall with 2D audiovisual participants experiencing the best results. These results contradict past studies which indicate that there could be other psychological and theoretical considerations that may play a role in determining what online experiences are more effective than just examining presence and immersive stimuli. Further research and development into using VR as a tool for improved well-being is needed to understand its efficacy in remote and in-person setting.

摘要

生活质量与心理健康息息相关,而心理健康又会受到负面情绪状态出现的频率和强度的影响。为了调节情绪状态,人们经常通过消费音乐和电影等媒介来实现,但其效果各异。本研究调查了虚拟现实(VR)与二维(2D)在线干预措施在不同刺激条件下(视听刺激、仅视觉刺激、仅听觉刺激)的效果,以评估哪种干预措施对改善幸福感最为有效。此外,本研究还调查了哪些群体表现出最高程度的临场感,以了解在最大化人们身处新环境的主观感受时,哪些因素至关重要,以及这是否能转化为治疗效果。我们的数据表明,尽管VR参与者通常体验到更强的临场感,并且在提升积极情绪方面与2D组有相似的效果,但只有2D组的参与者总体负面情绪有所减少,其中2D视听组的参与者效果最佳。这些结果与过去的研究相矛盾,过去的研究表明,在确定哪些在线体验更有效时,可能还有其他心理和理论因素在起作用,而不仅仅是考察临场感和沉浸式刺激。需要进一步研究和开发将VR作为改善幸福感的工具,以了解其在远程和面对面环境中的效果。

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