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Changing Stress Mindset Through Stressjam: A Virtual Reality Game Using Biofeedback

Objective: A range of recent studies suggest that overall mindset about stress is related to health, performance, and well-being. Therefore, an exploratory study was conducted to examine whether virtual reality (VR) with real-time biofeedback would have potential in training people in an engaging wa...

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Autores principales: Maarsingh, Bernard M., Bos, Jannah, Van Tuijn, Charlotte F.J., Renard, Selwyn B.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Mary Ann Liebert, Inc., publishers 2019
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6761591/
https://www.ncbi.nlm.nih.gov/pubmed/31539291
http://dx.doi.org/10.1089/g4h.2018.0145
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author Maarsingh, Bernard M.
Bos, Jannah
Van Tuijn, Charlotte F.J.
Renard, Selwyn B.
author_facet Maarsingh, Bernard M.
Bos, Jannah
Van Tuijn, Charlotte F.J.
Renard, Selwyn B.
author_sort Maarsingh, Bernard M.
collection PubMed
description Objective: A range of recent studies suggest that overall mindset about stress is related to health, performance, and well-being. Therefore, an exploratory study was conducted to examine whether virtual reality (VR) with real-time biofeedback would have potential in training people in an engaging way to develop a new stress-is-enhancing mindset. Materials and Methods: The specific application to improve people's stress mindset that was used in this study is Stressjam. The application was tested on its attractiveness by 111 healthy participants, specifically on their personal involvement through the Personal Involvement Inventory and its usability through the System Usability Scale. In addition to the healthy participants, a group of 64 patients dealing with stress used Stressjam for at least three sessions. The Stress Mindset Measure was used to assess the stress mindset of both groups, at baseline and after finishing their session(s). Results: Stressjam appears to be an application that is user friendly with good user involvement. The healthy participants and the patient sample both had a more positive stress mindset after using the application than at baseline, t(111) = 4.38, P < 0.001, and F(1,63) = 66.57, P < 0.001, respectively. Conclusion: The results of this study give some indications that using VR with biofeedback might be useful in working toward a more positive stress mindset. As such, further research into applications such as Stressjam is warranted.
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spelling pubmed-67615912019-09-26 Changing Stress Mindset Through Stressjam: A Virtual Reality Game Using Biofeedback Maarsingh, Bernard M. Bos, Jannah Van Tuijn, Charlotte F.J. Renard, Selwyn B. Games Health J Original Articles Objective: A range of recent studies suggest that overall mindset about stress is related to health, performance, and well-being. Therefore, an exploratory study was conducted to examine whether virtual reality (VR) with real-time biofeedback would have potential in training people in an engaging way to develop a new stress-is-enhancing mindset. Materials and Methods: The specific application to improve people's stress mindset that was used in this study is Stressjam. The application was tested on its attractiveness by 111 healthy participants, specifically on their personal involvement through the Personal Involvement Inventory and its usability through the System Usability Scale. In addition to the healthy participants, a group of 64 patients dealing with stress used Stressjam for at least three sessions. The Stress Mindset Measure was used to assess the stress mindset of both groups, at baseline and after finishing their session(s). Results: Stressjam appears to be an application that is user friendly with good user involvement. The healthy participants and the patient sample both had a more positive stress mindset after using the application than at baseline, t(111) = 4.38, P < 0.001, and F(1,63) = 66.57, P < 0.001, respectively. Conclusion: The results of this study give some indications that using VR with biofeedback might be useful in working toward a more positive stress mindset. As such, further research into applications such as Stressjam is warranted. Mary Ann Liebert, Inc., publishers 2019-10-01 2019-09-18 /pmc/articles/PMC6761591/ /pubmed/31539291 http://dx.doi.org/10.1089/g4h.2018.0145 Text en © Bernard M. Maarsingh, et al., 2019; Published by Mary Ann Liebert, Inc. This Open Access article is distributed under the terms of the Creative Commons License (http://creativecommons.org/licenses/by/4.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly credited.
spellingShingle Original Articles
Maarsingh, Bernard M.
Bos, Jannah
Van Tuijn, Charlotte F.J.
Renard, Selwyn B.
Changing Stress Mindset Through Stressjam: A Virtual Reality Game Using Biofeedback
title Changing Stress Mindset Through Stressjam: A Virtual Reality Game Using Biofeedback
title_full Changing Stress Mindset Through Stressjam: A Virtual Reality Game Using Biofeedback
title_fullStr Changing Stress Mindset Through Stressjam: A Virtual Reality Game Using Biofeedback
title_full_unstemmed Changing Stress Mindset Through Stressjam: A Virtual Reality Game Using Biofeedback
title_short Changing Stress Mindset Through Stressjam: A Virtual Reality Game Using Biofeedback
title_sort changing stress mindset through stressjam: a virtual reality game using biofeedback
topic Original Articles
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6761591/
https://www.ncbi.nlm.nih.gov/pubmed/31539291
http://dx.doi.org/10.1089/g4h.2018.0145
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