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

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.

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Publication Details

Journal
Psychophysiology
Published
2024-10-09
DOI
https://doi.org/10.1111/psyp.14705
Citations
7
Primary Topic
Heart Rate Variability and Autonomic Control
Type
article
Field-Weighted Citation Impact
2.81

Funders

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article

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

Grace Leung, Toby Woolley, Johanna Finnemann, Benjamin Cook et al.
7 citations
Psychophysiology
Heart Rate Variability and Autonomic Control
2.81
article

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

Grace Leung, Toby Woolley, Johanna Finnemann, Benjamin Cook, Lucie Daniel‐Watanabe, Paul C. Fletcher, Marino Krstulović, Craig Powell
article en
7 citations

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.

PsychophysiologyVol. 62(1)
University of Cambridge (GB), Wellcome/MRC Institute of Metabolic Science (GB), Cambridgeshire and Peterborough NHS Foundation Trust (GB), Red Ninja (United Kingdom) (GB), Ninja Theory (United Kingdom), Wellcome Trust (GB)
Wellcome Trust, National Institute for Health and Care Research, NIHR Cambridge Biomedical Research Centre
Good health and well-being
Openalex Percentile: Top 8%
Heart Rate Variability and Autonomic Control
2.81
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