Virtual reality versus 2D biofeedback for children and adolescents with stress related disorders: a randomized controlled trial

Abstract Virtual Reality (VR) biofeedback (BF) may be regarded as a viable means to overcoming barriers of traditional 2D-BF. Combining fully immersive VR-BF with gamification promises to particularly benefit children and adolescents. As data on children is scarce, this multicenter RCT set out to evaluate a self-developed VR-BF game in young patients with stress related disorders. 9–18-year-olds (M age = 13.34, SD age = 1.99 in the overall sample) with a diagnosis of anxiety and/or mild to moderate depression were randomized to 10-session of heart rate based, fully immersive VR-BF-training (n = 19) or of standard 2D-BF-training (n = 20). Three assessments (baseline, post-training, 3-month-follow-up) were performed for chronic stress, including the two subscales helplessness and self-efficacy (primary outcome), as well as for symptom severity, the ability to relax and health related quality of life (HrQoL; all secondary). Data were analyzed using repeated measures ANOVAs. Improvements in both groups post-treatment and at 3-month-follow-up were found for chronic stress (helplessness and self-efficacy), for emotional symptoms and peer relationship problems, for the ability to relax at school/with peers, and for HrQoL psychological well-being, self-worth, peer- and school-related QoL. Yet, there were no between-group differences regarding treatment outcomes or training-evaluations, and no side effects were detected. These findings imply that VR-BF is as effective as 2D-BF. While this finding is encouraging, it also calls into question the added benefit of VR for this treatment. The design of VR-BF may need critical reevaluation, particularly with regards to reinforcing gamification elements and considering a broader range of physiological signals. Registration of Trial : OSF: osf.io/387wq; German Clinical Trial Registry: DRKS00033887 ( https://drks.de/search/de/trial/DRKS00033887 ).

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Publication Details

Journal
Virtual Reality
Published
2025-03-08
DOI
https://doi.org/10.1007/s10055-025-01123-2
Citations
1
Primary Topic
Music Therapy and Health
Type
article
Field-Weighted Citation Impact
2.44

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article

Virtual reality versus 2D biofeedback for children and adolescents with stress related disorders: a randomized controlled trial

Johann Hattinger, Oswald D. Kothgassner, Helmut Hlavacs, Adrian Kamper et al.
1 citations
Virtual Reality
Music Therapy and Health
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article

Virtual reality versus 2D biofeedback for children and adolescents with stress related disorders: a randomized controlled trial

Johann Hattinger, Oswald D. Kothgassner, Helmut Hlavacs, Adrian Kamper, Anna Felnhofer, Katharina Goinska, Andreas Lenz
article en
1 citations

Abstract

Abstract Virtual Reality (VR) biofeedback (BF) may be regarded as a viable means to overcoming barriers of traditional 2D-BF. Combining fully immersive VR-BF with gamification promises to particularly benefit children and adolescents. As data on children is scarce, this multicenter RCT set out to evaluate a self-developed VR-BF game in young patients with stress related disorders. 9–18-year-olds (M age = 13.34, SD age = 1.99 in the overall sample) with a diagnosis of anxiety and/or mild to moderate depression were randomized to 10-session of heart rate based, fully immersive VR-BF-training (n = 19) or of standard 2D-BF-training (n = 20). Three assessments (baseline, post-training, 3-month-follow-up) were performed for chronic stress, including the two subscales helplessness and self-efficacy (primary outcome), as well as for symptom severity, the ability to relax and health related quality of life (HrQoL; all secondary). Data were analyzed using repeated measures ANOVAs. Improvements in both groups post-treatment and at 3-month-follow-up were found for chronic stress (helplessness and self-efficacy), for emotional symptoms and peer relationship problems, for the ability to relax at school/with peers, and for HrQoL psychological well-being, self-worth, peer- and school-related QoL. Yet, there were no between-group differences regarding treatment outcomes or training-evaluations, and no side effects were detected. These findings imply that VR-BF is as effective as 2D-BF. While this finding is encouraging, it also calls into question the added benefit of VR for this treatment. The design of VR-BF may need critical reevaluation, particularly with regards to reinforcing gamification elements and considering a broader range of physiological signals. Registration of Trial : OSF: osf.io/387wq; German Clinical Trial Registry: DRKS00033887 ( https://drks.de/search/de/trial/DRKS00033887 ).

Virtual RealityVol. 29(2)
University of Vienna (AT), Comprehensive Cancer Center Vienna (AT), Klinikum Wels-Grieskirchen (AT), Medical University of Vienna (AT)
Medizinische Universität Wien
Openalex Percentile: Top 15%
Music Therapy and Health
2.44
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