| Literature DB >> 34120220 |
Simon Riches1,2,3, Lisa Azevedo4,5, Leanne Bird6, Sara Pisani5, Lucia Valmaggia7,4.
Abstract
PURPOSE: Relaxation has significant restorative properties and implications for public health. However, modern, busy lives leave limiting time for relaxation. Virtual reality (VR) experiences of pleasant and calming virtual environments, accessed with a head-mounted display (HMD), appear to promote relaxation. This study aimed to provide a systematic review of feasibility, acceptability, and effectiveness of studies that use VR to promote relaxation in the general population (PROSPERO 195,804).Entities:
Keywords: COVID-19; Relaxation technique; Restoration; Stress management; Virtual environment; Wellbeing
Mesh:
Year: 2021 PMID: 34120220 PMCID: PMC8197783 DOI: 10.1007/s00127-021-02110-z
Source DB: PubMed Journal: Soc Psychiatry Psychiatr Epidemiol ISSN: 0933-7954 Impact factor: 4.328
Fig. 1Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) flow diagram of studies on virtual reality relaxation for the general population
Characteristics of studies on virtual reality relaxation for the general population
| Study | Country | Experimental group ( | Comparison group ( | Mean age (SD) | Apparatus | Experimental condition | Comparison condition(s) | Measures | Sessions | Follow-up | Findings | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Anderson et al. [ | USA | 18 | 18 (9F) | None | 32 (12) | HMD (Oculus Rift DK2, Oculus VR, Menlo Park, CA); Ireland VR from | Experience natural scenes from Ireland including water/animals/ evidence of human presence (houses/roads), and Australian beaches with no animals/no evidence of human presence, ocean sounds and music, physically immersive with beach lounge chair and heat lamp (15 min per scene) | Experience an empty classroom with no people/plants/animals (15 min) | VVR; EDA; EKG; HRV; PANAS; MRJPQ; qualitative comments on scene; rating of favourite to least favourite scene | 1 | None | Natural scene in HMD increased relaxation objectively and subjectively. Scene preference had a significant effect on mood and perception of scene quality |
| Browning et al. [ | USA | 190; 82 completed measures (39F) | 30 nature exposure in VR group | 30 nature outdoors group; 30 without nature | 20 (1.2) | 015 Samsung Gear VR headset with a Galaxy Note 5 smartphone; Audio-Technica ATH-ANC7B QuietPoint Active Noise-Cancelling Closed-Back headphones; Samsung Gear 360 camera; Zoom H1 external microphone. Gear 360 ActionDirector (Samsung, Seoul, South Korea) | Watch 360-degree video and soundscape of outdoor forest setting with songbirds, small mammals and moderately dense foliage (6 min) | Experience real outdoor forest with birds, small mammals and foliage (6 min); sit in front of a blank wall in indoor setting with no visual/auditory access to nature (6 min) | PANAS; PRS; DSS; EBS-NB; no. of times used VR on 6-point scale; nature exposure on 9-point scale; demographics; SCL | 1 | None | HMD nature exposure preserved positive affect, outdoor nature exposure increased positive affect, no nature exposure diminished positive affect. Both nature exposures increased physiological arousal showing benefits beyond variance explained by preference/nature/HMD experiences/demographic characteristics |
| Cebolla et al. [ | Spain | 16 | 8 guided meditation with VR (5F) | 8 guided meditation with no VR (7F) | 30.56 (10.86) | The Machine to be another (TMTBA); HMD (Oculus Rift); camera | “Performer” facilitates a 3rd person perspective of the participant by wearing a camera and mirrors participant movements. Participant is invited to view themselves via TMTBA; perform movements in embodiment induction (5 min); listen to guided compassion-based meditation (CBM) with HMD turned off (15 min); view self and listen to self-compassionate messages, hug “self”(“body swap condition” 5–7 min) | Listen to guided mediation (15 min) | Socio-demographics; Psychological and Practice-Related Meditation Variables Questionnaire; PHQ-9; GAD-7; QMI; PANAS; SMS; SOFI; MSCS; Adherence Questionnaire; Embodiment in TMTBA Likert scales | 1 | 2 weeks later | CBM with/without HMD significantly increased positive qualities toward self/others, decreased negative qualities toward self, increased awareness and attention to mental events and bodily sensations. No differences between conditions. At follow-up, both conditions showed similar frequency of meditation practice. Frequency of clinical self-care behaviours significantly higher in TMTBA. Lower imagery ability in visual and cutaneous modality moderated efficacy of TMTBA (vs. no HMD) in increasing adherence |
| Gao et al. [ | China | 120 (62F) | 20 in each condition divided by 6 types of environment | None | 20.7 (2.13) | Panoramic camera (Insta360 Pro-I). Photographs with resolution of 7680 × 3840 (8 K) pixels. VR glasses (Pico Goblin VR all-in-one) with resolution of 2560 × 1440 pixels, and screen refresh rate of 70 Hz (< 20 ms); NeuroSky portable brainwave device with a NeuroSky TGAM brain wave chip | 30 panoramic photos of urban environments in China divided into six categories (grey space/ blue space/open green space/ partly open green space/partly closed green space/closed green space). Observe 5 panoramic photos of allocated environment category (5 min) | None | EEG; POMS-S; Stroop colour task; environment preference ratings | 1 | None | HMD showed restorative effects on attentional fatigue and negative mood. Partly open green space had the most significant effect on negative mood regulation. Strong positive correlation between preference for environment and improvement of positive mood |
| Liszio et al. [ | Germany | 62 (36F) | 22 in VR HMD group | 17 in desktop group; 23 with no distraction | 22.6 (5 .36) | Audiovisual VR underwater simulation (“theBlu”, Wevr, 2016); 17″ screen or HMD (Oculus Rift CV1); built-in headphones or desktop speaker; commercial heart rate monitor and chest belt | Watch underwater environment (7 min) | Sit and watch the same underwater environment via desktop (7 min); or wait with no distraction (7 min) | HRV; salivary cortisol; STAI; PANAS; IPQ; GEQ; VR-TSST | 1 | None | HMD underwater scenario reduces physiological stress, anxiety and negative feelings. Significantly higher HRV levels (i.e. less stress) in HMD than desktop and CG. Participants using HMD had lower subjective anxiety levels than desktop/CG, and less negative affect than CG. Perceived immersion impacts anxiety directly |
| Liszio et al. [ | Germany | 57 (41F) | 19 in interactive group; 19 in non-interactive group | 19 with no distraction | 23.7 (5.67) | OculusRift and Touch controllers; heart rate monitor and chest belt; VR app developed by authors | In interactive group, play two games including throwing coconuts on wooden barrels and feeding flowers to turtles (9 min). In non-interactive group, observe beach with butterflies, turtles, and natural background noises (9 min) | Wait for experiment to continue (9 min) | HRV; PANAS; STAI; IPQ; SSQ; VR-TSST | 1 | None | Relaxation and positive affect significantly increased in interactive HMD condition compared to non-interactive and CG |
| Liu et al. [ | USA | 40 | 40 student athletes | None | 18–25 (range; no mean reported) | WORLDS VR environments created for relaxation and mental wellness by IFGworld™ (Los Angeles, CA); HMD (Oculus Go) | Choose from 9 indoor and outdoor settings including a beach, bamboo forest, an artist’s loft, a teahouse. Switch between environments as desired (5–15 min) | None | Novel survey about perceived relaxation and VR experience (yes/no responses); QLQ | 1 | None | Participants found HMD relaxing and would use again. Most participants believed using HMD before competition would help to relax them. Relaxation could still be attained with motion sickness |
| Navarro-Haro et al. [ | Spain | 44 | 44 (28F) | None | 45.32 (13.20) | HMD (Oculus Rift DK2); Dr. Linehan’s DBT® Mindfulness Skills™ audios ( | Listen to one session of DBT mindfulness skills training instructions (either wise mind/ observing sound/ observing visual) while floating down a river with ripples, trees, boulders and mountains (10 min) | None | Demographics; meditation frequency; emotions VAS; MAAS; adaptation of Sense of Presence Questionnary, adaptation of CEQ, adaptation of ITC-SOPI | 1 | None | After HMD, participants reported subjective improved mindfulness state and reduced negative emotional states. Participants reported significantly less sadness, anger, and anxiety, being significantly more relaxed, moderate to high “presence” in HMD, and showed high acceptance of HMD as a technique to practice mindfulness |
| Naylor et al. [ | Australia | 49 | 16 (5F) in ‘SoundSelf’ condition | 16 (10F) in breathing condition; 17 in ‘Rainy day’ condition (6F) | 27.33 (6.96) | Oculus® Rift™ Development Kit 2 (Oculus VR, LLC, Menlo Park, CA, USA); Windows 7 laptop; ‘SoundSelf’ condition: 20-min of meditation program (SoundSelf alpha build 2015–06-10); Breathing condition: audio from guided breathing exercise (Cura smile YouTube channel (2013) “relaxation breathing guided”, 20 min), visuals generated using VisiR (version 0.7.5) from Valynx Studio (2015)); control condition: “Rainy Day Office Window” video (Jason Comerford Photography YouTube channel (2015), 20 min); Fitbit® Charge HRTM (Fitbit Inc., San Francisco, CA, USA) | ‘Soundself’ condition: Look around a void of colourful lights and sounds with interactive and immersive features (20 min) | Breathing condition: look around void of colourful lights and sound with graphic visuals changing colour/pattern in response to paired audio with no interactive features (20 min); ‘Rainy day condition’: Watch 2D screen with tree and leaves on rainy day with streetscape background (20 min) | Demographics; PANAS; Stroop Test; HR; Likert scale questions; qualitative questions | 1 | None | All HMD conditions decreased HR significantly and participants reported increased relaxation after HMD. After HMD, positive and negative affect reduced, suggesting increased lethargy. Breathing condition showed significant interaction between time and condition on negative affect. Participants reported feeling relaxed, identified influencing factors, and supported HMD in workplace/college |
| Riva et al. [ | Italy | 61 (35F) | 61 | 61 | 21.45 (2.91) | PC (Sony Vaio Notebook PCG-GRT 996ZP, Pentium-4 3.20-GH) with Microsoft Windows XP Professional and graphic card (NVIDIA GeForce FX Go5600 with 3D performance), 64 MB of VRA; HMD (800 × 600 resolution and head tracking); Logitech Wingman Cordless Rumblepad Gamepad; two amplifiers and speakers (Star SP-160B) | Park with trees, lamps, summer cinema, band stand etc. Relaxing experience associated to the park by manipulating sound and music, shadows, lights and textures. Explore park while answering emotion and presence rating questions (3 min per park) | 2 parks with trees, lamps, summer cinema, band stand etc. Anxious or neutral experience associated to park by manipulating sound and music, shadows, lights and textures. Explore parks while answering emotion and presence rating questions (3 min per park) | BDI; VAS; PANAS; STAI; UCL-PQ; ICT-SOPI; emotion and presence ratings scale 1–10 | 1 | None | HMD environments produced anxiety and increased relaxation effectively. The feeling of presence was greater in the “emotional” environments; emotional state was influenced by level of presence |
| Rockstroh et al. [ | Germany | 94 | 94 randomly assigned to 4 conditions (64F) | None | 23.8 (4.9) | Computer screen (Dell U2415); HMD (Oculus Rift CV1); biofeedback equipment BITalino(r)evolution board. Adhesive Ag/AgCl electrodes | Relax and observe forest and changing weather and soundscape using HMD either with, or without biofeedback (10 min) | Relax and observe forest and changing weather and soundscape using 2D screen either with or without biofeedback (10 min) | IPQ; PRS; STAI; EDA | 1 | None | EDA and perceived stress reduced across all conditions. Display type and biofeedback did not show significant differences in relaxation. HMD increased presence compared to screen. HMD with biofeedback increased physical presence. HMD and biofeedback increased elements of perceived restorativeness |
| Schutte et al. [ | Australia | 26 | 26 randomly assigned to natural or urban environment (16F) | None | 34.46 (12.60) | Samsung 360-degree panoramic camera; Samsung360 VR headset (panoramic 360 head-tracking with corresponding directed sound); swivel chairs | Experience natural environment in Australia (eucalyptus tree/meadow/ stream with sound of birds/running water), or urban environment in small Australian town (buildings/road traffic/pedestrian mall/ sound of traffic/talking) | None | PANAS; PRS; CNS | 1 | None | Natural environment increased positive affect and perceived restorativeness. Restorativeness mediated the relationship between environment and positive affect |
| Seabrook et al. [ | Australia | 40 (37 completed measures) | 37 (24F) | None | 37.86 (14.56) | Camera (Z CamV1 Pro, 4 K resolution, height set at 1.3 m); omnidirectional and stereo microphones (Zoom H6 and Zoom H2n); HMD (Oculus Go with hand controller); VR mindfulness app; swivel chair | Explore environment and listen to guided mindfulness exercise. 2 forest scenes in Great Otway National Park, Australia with ambient sounds. Site 1 is a clearing next to a river, site 2 at river’s edge. No people or animals (15 min) | None | Demographics; FFMQ-15; DASS-21; SMS; SSQ; PQ; emotions Likert ratings; Qualitative feedback from 19 participants | 1 | None | State mindfulness and positive affect significantly increased after using VR app. No changes in negative emotion, subjective arousal, or simulator sickness. Participants described experience as relaxing, calming, and peaceful |
| Valtchanov et al. [ | Canada | 22 | 12 (6F) | 10 (6F) | 17–26 (range; no mean reported) | High-resolution HMD (nVIS, Reston, VA) with 65-degree view and light-blocking cover; InertiaCube Tracker (InterSense Inc., Billerica, MA); rumble platform; computer; PowerLab Data Acquisition System(ADInstruments, Colorado Springs, CO); LabChart software; fingertip electrodes and sensors; ElderScrolls IV: Oblivionworld construction set (Bethesda Soft-works LLC, Rockville, MD; Elder Scrolls IV: Oblivion engine using a GeForce 8800(nVIDIA, Santa Clara, CA) at 1280 × 1024 resolution per eye; wireless mouse; stereo headphones | Explore rain forest with shrubs, flowers, trees, streams, ponds, and varied rock and terrain levels. Ambient natural sounds played and autonomous movement of environment. “Forest Breeze” Wick Air freshener used for scent (10 min) | Watch slide show of 10 abstract paintings with colours commonly found in nature (lots of green and blue with some yellow, orange and red) in virtual dark room (10 min) | ITQ; SCL, ZIPERS score; HR; mental arithmetic score | 1 | None | Nature HMD significantly decreased SCL and significantly increased positive affect. No differences between HMD and controls shown for negative affect |
| Van Kerrebroeck et al. [ | Belgium | 183 | 103 | 80 | 34.7 (13.7) | Oculus Rift DK2; headphones; Christmas-themed props and ornaments | Pretend to be Santa Claus riding sleigh being pulled by reindeer through snowy Nordic landscapes. Participants can see Santa’s belly when looking down (3 min) | Control environment was exposure to same mall as VR group with Christmas decorations. No task | Perceived crowdedness ratings; Big 5 personality scale; optimum stimulation level rating; allotted time to shopping trip; items on escapism, presence, relaxation and pleasure; items on attitudes to mall; mall satisfaction and loyalty intentions | 1 | None | Participants exposed to HMD showed better attitude towards mall, increased mall satisfaction and loyalty compared to controls, and experienced high level of presence, pleasure, escapism, and relaxation. VR can mitigate the effects of perceived crowdedness |
| Villani et al. [ | Italy | 64 (34F) | 16 in VR group | 16 in DVD group; 16 in audio group; 16 no treatment | 24.52 (1.75) | Relaxation Island VR programme; PC (Fujitsu Siemens AMILO Processor, Pentium 4); wireless joystick (Logitech Wingman Cordless Rumblepad Gamepad); HMD (Sony Glasstron PLM S-700 with a head-tracker, Intersense Intertrax2); audiotape with headphones. For physiological measurements: BioGraph Infiniti Procomp; swivel armchair | Relaxing island with four zones related to different relaxation exercises: waterfall, clouds, beach1, and beach2. Listen to relaxation narrative | Listen to relaxation narrative while watching DVD with four beaches of tropical islands; or listen to audiotape only; no treatment | STAI; VAS; PANAS; COPE; ITC-SOPI; HR, Ham, Rr, Ram, Sc, Em | 1 | None | HMD, DVD and audio significantly reduced anxiety and significantly increased positive emotional states including relaxation. Sense of presence mediates relationship between media type and effectiveness of intervention |
| Villani et al. [ | Italy | 36 | 12 in HMD group; 12 in video group | 12 in audio group | 18–35 (range); M = 25.21 (1.44) F = 25 (0.87) | HR device (BioGraph Infiniti Procom); 3D Game Studio of Conitec software; two photographs [lake stimulus number 5780 of the International Affective Picture System (IAPS); garden stimulus number 5760 of the IAPS]; PC (Fujitsu Siemens AMILO Processor, Pentium Core 2 Duo with an ATI Radeon HD3450, 512 Mb, graphic card); wireless joystick (Logitech Wingman Cord-less Rumblepad Gamepad); HMD; SonyGlasstron PLM S-700; audiotape with headphones (Sony MDR-EX51LP Fontopia in-the-ear headphones) | HMD condition: Wilderness park with ‘natural zones’ (lake, river, waterfall, garden, forest). Listen to narrative and interact/explore environment; Video condition: Watch video of the same wilderness park via HMD and listen to narrative with no interaction | Audio condition: Listen to narrative guiding through scenario and use imagination to contextualise the experience | MPS; STAI; HR, SCL; respiration | 4 (1 assessment, 3 with either HMD, video or audio) | After 1 month; after 3 months | All media types induced significant changes in HR and anxiety state level in guided sessions and follow-up. Participants in HMD condition were better at reducing HR and significantly improved emotional state during experimental and follow-up sessions |
| Wang et al. [ | China | 96 (63F) | 96 assigned to one of 7 environment types: (1) structure: 15; (2) wood:13; (3) wood with bench: 12; (4) wood with platform and bench: 14; (5) platform with trees: 12; (6) waterfall with trees: 15; (7) pool with plants: 15 | None | 24.03 (5.29) | UCVR EYE-01 camera (Pinkang Smart Company, Changzhou, China); BP and HR monitor HEM-7111 electronic sphygmomanometer (upper arm, OMRON, Dalian, China); saliva collection tube (salivette, SARSTEDT, Sarstedtstraße, Germany); second-generation VR glasses of the illusion mirror type | Participants asked to imagine themselves in one of seven forest resting environments in Beijing forest parks: (1) structure, (2) wood, (3) wood with bench, (4) wood with platform and bench, (5) platform with trees, (6) waterfall with trees, (7) pool with plants (5 min each) | None | BP, HR, salivary amylase; BPOMS | 1 | None | All environments reduced stress. Types 1 and 4 (more artificial structures) had significantly different effects on physiological stress relief compared to 4, 3, 6 and 7 (more natural and wood features), but artificial structures increased psychological recovery. Environment containing some facilities provided better stress relief than pure natural environment. Dynamic water landscape facilitated stress relief |
| Yang et al. [ | China | 60 | 30 (16F) | 30 (18F) | 19–23 (range; no mean reported) | Colour pencils/brushes/erasers, 2D human body model printed on paper (control condition); HMD (HTC Vive system with resolution of 1080 × 1200 pixels, with frame refresh rate of 90 Hz); two wireless controllers; two base stations | Using HMD with drawing tools/colours/textures/sounds, design a wearable technology product that could perform/refine smartphone functions on 3D human model (5 min) | Using paper and pencil, design wearable technology product that could perform/refine smartphone functions (5 min) | EEG; FSS; K-DOCS; expert panel scale to assess creative quality | 1 | None | Participants with HMD maintained more stable focus/attention. Participants in paper and pencil condition were more relaxed. HMD designs were rated as having higher creative quality than paper and pencil |
| Total participants | 1278 | 735 | 401 | |||||||||
KEY: : M Male, F Female; CG control group, HMD head-mounted display; : BDI Beck depression inventory, BP blood pressure, BPOMS Brief profile of mood states, CEQ Credibility/Expectancy Questionnaire, CNS Connectedness to Nature Scale, COPE Coping Orientation to Problems Experienced Questionnaire, DASS Depression and Anxiety Stress Scale, DSS Disgust Sensitivity Scale, EBS-NB Engagement with Beauty Scale-Natural Beauty Subscale, EDA electrodermal activity, EEG electroencephalogram, EKG electrocardiogram, Em electromyographic responses, FFMQ-15 Five Facet Mindfulness Questionnaire, FSS Flow State Scale, GAD-7 Generalised Anxiety Disorder Questionnaire, GEQ Game Experience Questionnaire, Ham heart amplitude, HR heart rate, HRV heart rate variability, IPQ Igroup Presence Questionnaire, ITC-SOPI Independent Television Company Sense of Presence Inventory, ITQ Immersive Tendencies Questionnaire, K-DOCS Kaufman Domains of Creativity Scale, MAAS Mindfulness Attention Awareness Scale, MRJPQ Modified Reality Judgment and Presence Questionnaire, MPS Mesure du Stress Psychologique, MSCS Mindfulness Self-Care, PANAS Positive and Negative Affect Schedule, PHQ-9 Patient Health Questionnaire-9, POMS-SF Profile of Mood States-Short Form, STAI State-Trait Anxiety Inventory, PRS Perceived Restorativeness Scale, PSS Perceived Stress Scale, QMI Betts’ Questionnaire Upon Mental Imagery, SMS State Mindfulness Scale, QLQ Quality of Life Questionnaire, Ram respiration amplitude, Rr respiration rate, RRS Relation Rating Scale, Sc skin conductance, SCL skin conductivity levels, SOFI Self-Other Four Immeasurable Scale, SOPQ Sense of Presence Questionnaire, SSQ Simulator Sickness Questionnaire, UCL-PQ UCL-Presence Questionnaire, VAS visual analogue scale, VVR Value of Virtual Reality Questionnaire, VR-TSST VR-Trier Social Stress Test
Quality ratings of studies on virtual reality relaxation for the general population