Abstract
Introduction: Mindfulness interventions are effective in improving mood, reducing stress, and increasing quality of life. New developments in technology bring important channels to deliver mindfulness interventions that can increase accessibility, such as the Internet, computerised interventions, mobile apps and recently, virtual reality (VR). The aim of the present study is to enhance our current understanding of the use of VR in mindfulness, namely we examined in a pilot randomised trial the efficacy of an immersive VR-based mindfulness approach compared to an active control (computerised-based mindfulness meditation) on improving mood. A secondary objective was to examine whether VR use resulted in simulator sickness which could affect user engagement.
Methods: Forty-seven (Mage = 29.22 years) healthy participants were randomly assigned to the experimental or control group.
Results: A mixed 2X3 ANOVA showed a significant Time effect. Namely, negative emotions were reduced in both groups, with non-significant differences between groups. For positive emotions, on the other hand, our results showed no significant impact. Simulator sickness in VR was not present, according to t-test, making VR a safe delivery method.
Discussion: Future research should investigate VR dosage and combine VR with other interventions (e.g., blended with face-to-face mindfulness interventions, with Internet-delivered interventions).
Methods: Forty-seven (Mage = 29.22 years) healthy participants were randomly assigned to the experimental or control group.
Results: A mixed 2X3 ANOVA showed a significant Time effect. Namely, negative emotions were reduced in both groups, with non-significant differences between groups. For positive emotions, on the other hand, our results showed no significant impact. Simulator sickness in VR was not present, according to t-test, making VR a safe delivery method.
Discussion: Future research should investigate VR dosage and combine VR with other interventions (e.g., blended with face-to-face mindfulness interventions, with Internet-delivered interventions).
Original language | English |
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Article number | 1157469 |
Pages (from-to) | 1-9 |
Number of pages | 9 |
Journal | Frontiers in Psychology |
Volume | 14 |
Early online date | 25 Oct 2023 |
DOIs | |
Publication status | Published - 25 Oct 2023 |
Bibliographical note
Data availability statementThe raw data supporting the conclusions of this article will be made available by the authors, without undue reservation.
Acknowledgments
We thank Eladia Guereca-Adair for their important assistance with data collection as the current paper was part of their Masters dissertations at the MSc Applied Clinical Psychology at the University of Bath, United Kingdom. We also thank the University of Bath personnel, technician Nathan Taylor, for his valuable assistance with the laboratory and experimental set-up.
Keywords
- computer
- mindfulness meditation
- mood
- simulator sickness
- virtual reality
ASJC Scopus subject areas
- General Psychology