Data - The Role of Immersive Experience in Anxiety Reduction: Evidence from Virtual Reality Session
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Our objective was to explore the influence of two distinct VR technologies: traditional, commonly used (googles with controllers) vs modern (googles attached to a multi-joint arm without the use of controllers) on respondents' severity of anxiety and to ascertain the role of VR immersion in this connection. Additionally, we factored in age, gender, and wheelchair condition as controlled variables. To our knowledge it is the first study that compares modern VR solutions with traditional VR technologies in their potential to deepen the virtual reality experience (induce immersion in the user). Moreover, there is as well no study to this data that would evaluate the potential of newly-designed VR solutions in diminishing negative mental states. This study tries to fill the gap in existing research on this topic, therefore constituting an important factor in the development of further potential opportunities for the development and application of modern VR solutions. The study recruited participants via email invitations to schools, universities, and cultural centers in the Tricity area, as well as through paper notices in various locations. Interested individuals contacted Chronospace company to schedule participation. Participants were randomly assigned to experimental or control groups and selected whether to use a wheelchair. Before the study, participants completed an online anxiety questionnaires: STAI-C1 (version for children and adolescents up to 15 years old) or STAI-X1 (version for those aged 16 and older). In the experimental condition, participants navigated virtual reality (VR) using a multi-joint arm system, while the control group used controllers. Both groups spent 5 minutes in VR, after which they completed the state anxiety questionnaire and additional immersion questionnaires. The procedure was consistent for participants in wheelchairs and took place at indoor locations. Overall, our results showed that those people who participated in VR session with the new (tested) device manifested greater immersion and lower severity of anxiety in post-test (no group differences were observed in case of initial anxiety symptoms). Moreover, the severity of anxiety symptoms measured after VR experience was significantly associated with initial (pre-existing) anxiety symptoms, age and immersion. We found that such a negative mental state after VR experience was more perceived by participants in the group with standard VR equipment. Interestingly, sex was not predictive for the severity of anxiety symptoms measured after VR experience. Furthermore, we observed partial mediating effect with group as predictor variable, post-VR severity of anxiety as criterion variable and immersion as a mediator (controlling for sex, age, initial anxiety and wheelchair).
本研究旨在探究两种不同虚拟现实(Virtual Reality,VR)技术——传统常用型(搭载控制器的VR头显)与现代型(无控制器、绑定多关节机械臂的VR头显)对受试者焦虑严重程度的影响,并明确VR沉浸感在该关联中的作用。同时,将年龄、性别与轮椅使用状况作为控制变量纳入分析。据我们所知,目前尚无研究对比现代VR方案与传统VR技术在深化虚拟体验(提升用户沉浸感)方面的潜力;此外,亦无研究针对新型VR方案缓解负面心理状态的潜能展开评估。本研究旨在填补该领域现有研究的空白,可为现代VR方案的开发与应用提供重要的理论支撑与实践方向。 本研究通过邮件邀请三城地区(Tricity area)的学校、高校及文化中心的受试者,并通过多地张贴纸质公告进行招募。有意参与者可联系Chronospace公司预约参与实验。受试者被随机分配至实验组与对照组,并可自主申报轮椅使用情况。实验前,受试者需完成线上焦虑量表评估:适用于15岁及以下儿童青少年的状态-特质焦虑问卷C1版(State-Trait Anxiety Inventory-C1,STAI-C1),或适用于16岁及以上人群的状态-特质焦虑问卷X1版(State-Trait Anxiety Inventory-X1,STAI-X1)。实验组受试者通过多关节机械臂系统操控VR环境,对照组则使用传统控制器。两组受试者均进行5分钟的VR体验,随后完成状态焦虑问卷与额外的沉浸感相关问卷。轮椅使用者的实验流程与其他受试者一致,所有实验均在室内场地开展。 整体结果显示,使用新型受试设备完成VR体验的受试者,在事后测评中表现出更高的沉浸感与更低的焦虑严重程度(初始焦虑症状无组间差异)。此外,VR体验后测得的焦虑症状严重程度与初始(预先存在的)焦虑症状、年龄及沉浸感显著相关。我们发现,使用传统VR设备的组别更易感知到VR体验后的负面心理状态。值得注意的是,性别无法预测VR体验后测得的焦虑症状严重程度。进一步分析显示,在控制性别、年龄、初始焦虑程度与轮椅使用状况的前提下,以组别为预测变量、VR后焦虑严重程度为因变量、沉浸感为中介变量时,存在部分中介效应。




