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Visualization, Self-Efficacy, and Locus of Control in a Virtual Reality Biofeedback Video Game for Anxiety Regulation
Cyberpsychology, Behavior, and Social Networking ( IF 6.135 ) Pub Date : 2022-06-10 , DOI: 10.1089/cyber.2022.0030
Joanneke Weerdmeester 1 , Marieke M J W van Rooij 2 , Isabela Granic 3
Affiliation  

The current study aimed to identify specific feedback mechanics and psychological processes that may contribute to positive outcomes in biofeedback applications for anxiety regulation. Specifically, using a dismantling study design, the unique impact of visualizations that directly mirror users' breathing was examined in relation to anxiety regulation as well as locus of control and self-efficacy. Following an anxiety induction, participants (N = 67) were randomly assigned to play one of two variations of a biofeedback video game. In both versions, players' in-game movement was contingent on their breathing; however, the experimental condition additionally included visualizations that directly mirrored players' breathing. Changes in self-reported state anxiety and physiological arousal were measured as well as the level of internal control and self-efficacy participants experienced while playing the game. Results showed that all participants were able to effectively reduce their anxiety and arousal, but no condition differences were found. Implementing mirroring visualizations did not contribute to individuals' ability to self-regulate nor their self-efficacy or locus of control above and beyond receiving feedback based on their in-game movement. Overall, individuals who experienced higher self-efficacy and a stronger internal locus of control were better able to regulate their anxiety, but no clear links were found with changes in self-reported physiological arousal. In light of these results, we recommend the continued exploration of the role of specific design choices and intervention components as well as underlying mechanisms of change in biofeedback interventions, especially pertaining to how individuals perceive themselves and their ability to change.

中文翻译:

虚拟现实生物反馈视频游戏中用于焦虑调节的可视化、自我效能和控制点

目前的研究旨在确定特定的反馈机制和心理过程,这些机制和心理过程可能有助于在焦虑调节的生物反馈应用中产生积极的结果。具体来说,使用分解研究设计,直接反映用户呼吸的可视化的独特影响与焦虑调节以及控制点和自我效能感有关。焦虑诱导后,参与者(N = 67)被随机分配玩生物反馈视频游戏的两种变体之一。在这两个版本中,玩家在游戏中的动作都取决于他们的呼吸。然而,实验条件还包括直接反映球员呼吸的可视化。测量了自我报告的状态焦虑和生理唤醒的变化,以及参与者在玩游戏时经历的内部控制和自我效能水平。结果显示,所有参与者都能够有效地减少焦虑和觉醒,但没有发现条件差异。实施镜像可视化并无助于个人自我调节的能力,也无助于他们的自我效能或控制点,而不仅仅是根据他们在游戏中的动作接收反馈。全面的,经历过更高自我效能感和更强内部控制力的个体能够更好地调节他们的焦虑,但没有发现与自我报告的生理唤醒变化有明显联系。鉴于这些结果,我们建议继续探索特定设计选择和干预组件的作用以及生物反馈干预中变化的潜在机制,特别是与个人如何看待自己和他们的变化能力有关。
更新日期:2022-06-14
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