A Virtual Reality Game-Based Intervention to Enhance Stress Mindset and Performance among Firefighting Trainees from the Singapore Civil Defence Force (SCDF)

Muhammad Akid Durrani Bin Imran, Cherie Shu Yun Goh, N. V, Meyammai Shanmugham, Hasan Kuddoos, Chen Huei Leo, Bina Rai
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Abstract

This research paper investigates the effectiveness of a virtual reality (VR) game-based intervention using real-time biofeedback for stress management and performance among fire-fighting trainees from the Singapore Civil Defence Force (SCDF). Forty-seven trainees were enrolled in this study and randomly assigned into three groups: control, placebo, and intervention. The participants’ physiological responses, psychological responses, and training performances were evaluated during specific times over the standard 22-week training regimen. Participants from the control and placebo groups showed a similar overall perceived stress profile, with an initial increase in the early stages that was subsequently maintained over the remaining training period. Participants from the intervention group had a significantly lower level of perceived stress compared to the control and placebo groups, and their stress-is-enhancing mindset was significantly increased before the game in week 12 compared to week 3. Cortisol levels remained comparable between pre-game and post-game for the placebo group at week 12, but there was a significant reduction in cortisol levels post-game in comparison to pre-game for the intervention group. The biofeedback data as a measurement of root mean square of successive differences (RMSSD) during the gameplay were also significantly increased at week 12 when compared to week 3. Notably, the intervention group had a significant improvement in the final exercise assessment when compared to the control based on the participants’ role as duty officers. In conclusion, a VR game-based intervention with real-time biofeedback shows promise as an engaging and effective way of training firefighting trainees to enhance their stress mindset and reduce their perceived stress, which may enable them to perform better in the daily emergencies that they respond to.
基于虚拟现实游戏的干预措施,以提高新加坡民防部队(SCDF)消防受训人员的压力心态和工作表现
本研究论文调查了基于虚拟现实(VR)游戏的干预措施对新加坡民防部队(SCDF)消防受训人员压力管理和表现的有效性。47名学员参加了这项研究,并被随机分为三组:对照组、安慰剂组和干预组。在为期 22 周的标准训练过程中,在特定时间对学员的生理反应、心理反应和训练表现进行了评估。对照组和安慰剂组的参与者总体上表现出相似的压力感知特征,在训练初期阶段,参与者的压力感知会有所增加,随后在剩余的训练时间内,压力感知会保持不变。与对照组和安慰剂组相比,干预组的参与者感知到的压力水平明显较低,而且与第 3 周相比,他们在第 12 周比赛前的压力即增强心态明显增强。在第 12 周,安慰剂组的皮质醇水平在赛前和赛后仍然相当,但干预组的皮质醇水平在赛后比赛前明显下降。在第 12 周,游戏过程中作为连续差异均方根(RMSSD)测量的生物反馈数据也比第 3 周显著增加。值得注意的是,与对照组相比,干预组在最后的运动评估中根据参与者的值班人员角色有了明显改善。总之,基于 VR 游戏的实时生物反馈干预有望成为一种引人入胜的有效方法,用于训练消防学员增强压力心态和减少压力感知,从而使他们能够在应对日常突发事件时表现得更好。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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