Using a virtual reality game to train biofeedback‐based regulation under stress conditions.

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Title: Using a virtual reality game to train biofeedback‐based regulation under stress conditions.
Authors: Daniel‐Watanabe, Lucie (AUTHOR), Cook, Benjamin (AUTHOR), Leung, Grace (AUTHOR), Krstulović, Marino (AUTHOR), Finnemann, Johanna (AUTHOR), Woolley, Toby (AUTHOR), Powell, Craig (AUTHOR), Fletcher, Paul (AUTHOR)
Source: Psychophysiology. Jan2025, Vol. 62 Issue 1, p1-14. 14p.
Subjects: Heart beat, Biofeedback training, Virtual reality, Physiological stress, Interoception
Abstract: Physiological regulation strategies can be effective in reducing anxiety. However, while these strategies are often learned and practised under low‐stress conditions, they are more likely to be required under conditions of high stress. We created virtual reality (VR) biofeedback games to both teach participants a breathing technique and then practise that technique under stress. We present two studies: the first provides a proof of concept, demonstrating that participants can apply the breathing technique during stress, with a significant lowering of both respiration rate and increase in heart rate variability (HRV) under stress (p <.001). The second study explicitly evaluated the effectiveness of training by comparing trained and untrained groups. Training was associated with a significantly greater HRV (p =.008) under stress. In within‐group comparisons of HRV during stress compared to a baseline stressor presented before training, the trained group showed a significantly greater increase compared to untrained controls (p =.025). Our results show the feasibility and potential effectiveness of VR‐based games for biofeedback training under experimentally applied stress. This may offer the opportunity for clinical techniques to more closely reflect the circumstances under which those techniques will be required. Breathing‐based regulation of physiological stress responses offers a potential for anxiety management. A key challenge is to help people learn to do this in the context of an actual stressor. We used a stressful virtual reality (VR) game as a setting in which participants were encouraged to use breath‐based regulation of their responses. Participants successfully achieved this, suggesting promise for VR‐based gameplay to learn and practice biofeedback‐related anxiety management. [ABSTRACT FROM AUTHOR]
Copyright of Psychophysiology is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Psychology and Behavioral Sciences Collection
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  Data: Using a virtual reality game to train biofeedback‐based regulation under stress conditions.
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  Data: &lt;searchLink fieldCode=&quot;JN&quot; term=&quot;%22Psychophysiology%22&quot;&gt;Psychophysiology&lt;/searchLink&gt;. Jan2025, Vol. 62 Issue 1, p1-14. 14p.
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  Data: Physiological regulation strategies can be effective in reducing anxiety. However, while these strategies are often learned and practised under low‐stress conditions, they are more likely to be required under conditions of high stress. We created virtual reality (VR) biofeedback games to both teach participants a breathing technique and then practise that technique under stress. We present two studies: the first provides a proof of concept, demonstrating that participants can apply the breathing technique during stress, with a significant lowering of both respiration rate and increase in heart rate variability (HRV) under stress (p &lt;.001). The second study explicitly evaluated the effectiveness of training by comparing trained and untrained groups. Training was associated with a significantly greater HRV (p =.008) under stress. In within‐group comparisons of HRV during stress compared to a baseline stressor presented before training, the trained group showed a significantly greater increase compared to untrained controls (p =.025). Our results show the feasibility and potential effectiveness of VR‐based games for biofeedback training under experimentally applied stress. This may offer the opportunity for clinical techniques to more closely reflect the circumstances under which those techniques will be required. Breathing‐based regulation of physiological stress responses offers a potential for anxiety management. A key challenge is to help people learn to do this in the context of an actual stressor. We used a stressful virtual reality (VR) game as a setting in which participants were encouraged to use breath‐based regulation of their responses. Participants successfully achieved this, suggesting promise for VR‐based gameplay to learn and practice biofeedback‐related anxiety management. [ABSTRACT FROM AUTHOR]
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  Data: &lt;i&gt;Copyright of Psychophysiology is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder&#39;s express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.&lt;/i&gt; (Copyright applies to all Abstracts.)
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RecordInfo BibRecord:
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    Identifiers:
      – Type: doi
        Value: 10.1111/psyp.14705
    Languages:
      – Code: eng
        Text: English
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        PageCount: 14
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    Subjects:
      – SubjectFull: Heart beat
        Type: general
      – SubjectFull: Biofeedback training
        Type: general
      – SubjectFull: Virtual reality
        Type: general
      – SubjectFull: Physiological stress
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      – SubjectFull: Interoception
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      – TitleFull: Using a virtual reality game to train biofeedback‐based regulation under stress conditions.
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              M: 01
              Text: Jan2025
              Type: published
              Y: 2025
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