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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...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Mary Ann Liebert, Inc., publishers
2019
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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. |
format | Online Article Text |
id | pubmed-6761591 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2019 |
publisher | Mary Ann Liebert, Inc., publishers |
record_format | MEDLINE/PubMed |
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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