| Literature DB >> 29166665 |
María V Navarro-Haro1, Yolanda López-Del-Hoyo2,3, Daniel Campos4, Marsha M Linehan5, Hunter G Hoffman6, Azucena García-Palacios4,7, Marta Modrego-Alarcón3, Luis Borao3, Javier García-Campayo3,8.
Abstract
Regular mindfulness practice benefits people both mentally and physically, but many populations who could benefit do not practice mindfulness. Virtual Reality (VR) is a new technology that helps capture participants' attention and gives users the illusion of "being there" in the 3D computer generated environment, facilitating sense of presence. By limiting distractions from the real world, increasing sense of presence and giving people an interesting place to go to practice mindfulness, Virtual Reality may facilitate mindfulness practice. Traditional Dialectical Behavioral Therapy (DBT®) mindfulness skills training was specifically designed for clinical treatment of people who have trouble focusing attention, however severe patients often show difficulties or lack of motivation to practice mindfulness during the training. The present pilot study explored whether a sample of mindfulness experts would find useful and recommend a new VR Dialectical Behavioral Therapy (DBT®) mindfulness skills training technique and whether they would show any benefit. Forty four participants attending a mindfulness conference put on an Oculus Rift DK2 Virtual Reality helmet and floated down a calm 3D computer generated virtual river while listening to digitized DBT® mindfulness skills training instructions. On subjective questionnaires completed by the participants before and after the VR DBT® mindfulness skills training session, participants reported increases/improvements in state of mindfulness, and reductions in negative emotional states. After VR, participants reported significantly less sadness, anger, and anxiety, and reported being significantly more relaxed. Participants reported a moderate to strong illusion of going inside the 3D computer generated world (i.e., moderate to high "presence" in VR) and showed high acceptance of VR as a technique to practice mindfulness. These results show encouraging preliminary evidence of the feasibility and acceptability of using VR to practice mindfulness based on clinical expert feedback. VR is a technology with potential to increase computerized dissemination of DBT® skills training modules. Future research is warranted.Entities:
Mesh:
Year: 2017 PMID: 29166665 PMCID: PMC5699841 DOI: 10.1371/journal.pone.0187777
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Fig 1Image on left. 3rd International Mindfulness Congress' participant testing Virtual Reality DBT mindfulness skills training. Image on right.
A screenshot of the Virtual Reality world the participant watched through Oculus Rift DK2 VR goggles while listening to Dr. Linehan's DBT® Mindfulness Skills™ audios (http://behavioraltech.org). Image by www.bigenvironments.com, copyright Hunter Hoffman, www.vrpain.com. Note: The individual in this manuscript has given written informed consent (as outlined in PLOS consent form) to publish these case details.
Experience using computers and VR systems.
| 18.6% | 58.1% | 23.3% | - | |
| 2.3% | 4.7% | 27.9% | 65.1% | |
| 4.7% | 7% | 27.9% | 60.5% | |
| - | 4.7% | 30.2% | 65.1% |
Means with standard deviation (SD) and within-group comparisons for state of mindfulness and emotional state.
| Pre | Post | Pre vs. Post | ||||||
|---|---|---|---|---|---|---|---|---|
| Mean | SD | Mean | SD | 95% CI for Mean Difference | t | df | ||
| 4.10 | 1.12 | 4.97 | 1.01 | -1.26, -.47 | 4.43 | 42 | 0.76 | |
| 4.95 | 1.11 | 5.02 | 1.42 | -.44, .30 | .38 | 42 | 0.06 | |
| 1.83 | 1.17 | 1.30 | .56 | .19, .82 | 3.25 | 42 | 0.44 | |
| 1.40 | .98 | 1.14 | .35 | .00, .50 | 2.04 | 42 | 0.28 | |
| 2.86 | 1.54 | 3.23 | 1.96 | -.86, .11 | 1.53 | 42 | 0.24 | |
| 2.16 | 1.29 | 1.49 | 1.06 | .19, 1.15 | 2.81 | 42 | 0.51 | |
| 4.67 | 1.32 | 5.58 | 1.34 | -1.40, -.41 | 3.68 | 42 | 0.68 | |
| 4.81 | 1.20 | 4.79 | 1.42 | -.40, .45 | .10 | 42 | 0.02 | |
Note: M = mean; SD = Standard deviation; t(df) = t-value; d = Cohen’s d. CI = Confidence Interval.
* p < .05
**p< .01
*** p < .001.
Correlations between changes in state of mindfulness and emotional state, the sense of presence and acceptability of VR system to practice mindfulness.
| Logic | ||||||
|---|---|---|---|---|---|---|
| – | .168 | -.036 | .098 | .036 | .074 | |
| -.012 | .306 | .391 | .142 | .365 | .319 | |
| .088 | -.013 | .015 | -.173 | .037 | -.043 | |
| .112 | -.036 | -.075 | -.220 | -.018 | -.101 | |
| -.118 | .248 | .297 | .050 | .357 | .250 | |
| -.231 | -.200 | -.224 | -.277 | -.184 | -.243 | |
| .365 | .257 | .336 | .317 | .309 | .332 | |
| .298 | .169 | .317 | .135 | .320 | .251 | |
| .243 | .463 | .512 | .537 | .568 | .566 | |
| .203 | .236 | .138 | .220 | .210 | .219 | |
| .168 | .336 | .302 | .295 | .336 | .344 | |
| .242 | .399 | .352 | .393 | .417 | .424 | |
Note: VR = Virtual Reality. Q = question.
*p < .05
**p < .01.