| Literature DB >> 31539291 |
Bernard M Maarsingh1,2, Jannah Bos3, Charlotte F J Van Tuijn4, Selwyn B Renard1.
Abstract
Objective: A range of recent studies suggest that overall mindset about stress is related to health, performance, and well-being. Therefore, an exploratory study was conducted to examine whether virtual reality (VR) with real-time biofeedback would have potential in training people in an engaging way to develop a new stress-is-enhancing mindset. Materials andEntities:
Keywords: Game therapy; Heart rate variability; Stress reduction; Virtual reality
Mesh:
Year: 2019 PMID: 31539291 PMCID: PMC6761591 DOI: 10.1089/g4h.2018.0145
Source DB: PubMed Journal: Games Health J ISSN: 2161-783X
Characteristics of Stressjam
| Health topic | Stress |
| Targeted age group | 18–65 years |
| Other targeted group characteristics | Usable for clinical and nonclinical populations |
| Short description of game idea | The player starts in a building within a jungle environment. The in-game instructions guide the player through the game world while challenging the player to overcome obstacles such as needing to climb a rope to proceed using their stress system. The obstacles become harder as the player progresses in the game. |
| Target player | Individual |
| Guiding knowledge for behavior change | Nudging, HRV feedback training, rethinking stress mindset toolkit |
| Intended health behavior changes | Change the players stress mindset |
| Knowledge element to be learned | Stress can be helpful to overcome obstacles |
| Behavior change procedure employed | Conditioning, goal setting theory, health action process approach |
| Clinical or parental support needed? | No support needed as long as the player is capable of using VR |
| Data shared with parent or clinician | None is essential but summaries of HRV during the game and game performance can be shared |
| Type of game | Active, adventure |
| Story | |
| Synopsis | Players are on an exotic island, where they have to overcome various challenges to save the island from the problems caused by a volcano. The player should overcome the toxic elements of the island by using their stress system. Some challenges can be overcome by increasing their stress system, others by calming down. |
| How the story relates to targeted behavior change | Manipulating one's own stress level, measured through real-time HRV, is the only way the player can make progress and achieve the in-game goal. |
| Game components | |
| Player's game goal | Progress in the game using one's stress system |
| Rules | Everything is allowed within the game parameters |
| Game mechanic | |
| Procedures to generalize or transfer what is learned in the game to outside the game | Feedback canvas, based on deliberate practice in which daily life is translated to game goals and game results are translated in daily life goals. |
| Virtual environment | A jungle island with temples and other buildings |
| Setting | Fantasy |
| Avatar | |
| Characteristics | First person experience |
| Abilities | Move, pick things up, interact with objects |
| Game platform needed to play the game | Computer with VR equipment |
| Sensors used | HRV sensors |
| Estimated play time | 3 hours |
HRV, heart rate variability; VR, virtual reality.
Descriptive Statistics for the Healthy and Patient Samples
| Percentage female | 62 | — | 52 | — |
| Age | 43.0 | 10.5 | 40.6 | 11.5 |
| SUS | 80.5 | 10.6 | — | — |
| PII | 56.3 | 7.62 | — | — |
| SMM-G baseline | 2.11 | 0.66 | 1.59 | 0.49 |
| SMM-G last measure | 2.31 | 0.68 | 2.14 | 0.58 |
PII, Personal Involvement Inventory; SD, standard deviation; SMM-G, Stress Mindset Measure; SUS, System Usability Scale.