Kako Nadia, Waugh Christian E, McRae Kateri
Department of Psychology, University of Denver, 2155 S Race St, Denver, CO 80210 USA.
Department of Psychology, Wake Forest University, 1834 Wake Forest Rd, Winston-Salem, NC 27109 USA.
Affect Sci. 2023 Sep 12;4(3):570-579. doi: 10.1007/s42761-023-00213-1. eCollection 2023 Sep.
A fundamental premise of affective and clinical science is that fluctuations in mood drive meaningful changes in cognition and behavior. These theories are often tested via laboratory mood induction procedures followed by performing an established task. Despite advances in understanding the temporal dynamics of emotions, it is still unclear whether it is the enduring mood that impacts subsequent task performance. Additionally, this design requires task switching, which may limit the impact of mood and affect task performance. We suggest that virtual reality (VR) offers a more powerful, immersive alternative to traditional mood induction methods and effectively addresses these limitations because it can be used to create mood contexts that occur simultaneously with task performance. VR creates an immersive, real-world experience while benefiting from a well-controlled laboratory setting (Diniz Bernardo et al., 2021). We first summarize the literature on mood induction methodologies, including evidence that VR creates a more immersive environment, leading to mood inductions that are greater in magnitude than other methods. We then report a novel empirical study on the feasibility of utilizing VR to create a mood context that occurs simultaneously with a gold-standard emotion regulation task. Our results indicate that VR was a powerful and enduring positive mood induction tool, resulting in immediate changes in mood and greater trial-by-trial positivity ratings during the concurrent task. Portions of this study were pre-registered on August 3, 2020, on the Clinical Trials website (project citation: https://clinicaltrials.gov/ct2/show/NCT04496258).
The online version contains supplementary material available at 10.1007/s42761-023-00213-1.
情感科学和临床科学的一个基本前提是情绪波动会驱动认知和行为发生有意义的变化。这些理论通常通过实验室情绪诱导程序进行测试,随后执行一项既定任务。尽管在理解情绪的时间动态方面取得了进展,但仍不清楚是持久的情绪影响后续任务表现。此外,这种设计需要任务切换,这可能会限制情绪的影响并影响任务表现。我们认为虚拟现实(VR)为传统情绪诱导方法提供了一种更强大、更具沉浸感的替代方案,并有效地解决了这些局限性,因为它可用于创建与任务表现同时发生的情绪情境。VR营造出一种身临其境的真实世界体验,同时受益于可控的实验室环境(迪尼兹·贝尔纳多等人,2021年)。我们首先总结了关于情绪诱导方法的文献,包括证据表明VR创造了一个更具沉浸感的环境,导致比其他方法更大程度的情绪诱导。然后,我们报告了一项关于利用VR创建与黄金标准情绪调节任务同时发生的情绪情境的可行性的新实证研究。我们的结果表明,VR是一种强大且持久的积极情绪诱导工具,导致情绪立即发生变化,并在并发任务期间每次试验的积极评分更高。本研究的部分内容于2020年8月3日在临床试验网站上进行了预注册(项目引用:https://clinicaltrials.gov/ct2/show/NCT04496258)。
在线版本包含可在10.1007/s42761-023-00213-1获取的补充材料。