Enhancing mental health and resilience in war-affected youth: The impact of virtual reality-induced awe experiences

IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL
Anat Shoshani, Raz Hen
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Abstract

This study investigated whether virtual reality (VR) applications designed to evoke awe could improve the psychological wellbeing of war-affected children and adolescents. We examined how different VR experiences (awe-inspiring, calming, or neutral) impacted situational anxiety, emotions, hope, and sense of meaning in youth evacuated from conflict zones. Two experiments were conducted with children and adolescents (ages 9–16) temporarily housed in central Israel following displacement: those evacuated from northern Israel due to rocket attacks (Experiment 1, N = 425) and those from southern communities severely impacted by the October 2023 conflict (Experiment 2, N = 385). Participants were randomly assigned to experience one of three 12-min VR applications. Using repeated-measures MANOVAs, awe-inspiring VR apps significantly increased positive emotions, hope, and meaning in life while reducing state anxiety and negative emotions compared to neutral apps (ps ≤ .01 in Experiment 1; ps ≤ .001 in Experiment 2). Calming VR apps also increased positive emotions relative to neutral apps (p = .01 in Experiment 1; p < .001 in Experiment 2). Structural equation modeling indicated that the benefits of the awe VR experiences were partially mediated by feelings of the 'small self' and connectedness with nature. The awe apps had a greater effect on reducing negative emotions and anxiety in participants with higher exposure to war trauma. These findings suggest that brief VR-based awe experiences can serve as an effective, accessible intervention tool for enhancing psychological resilience in war-affected youth, offering a practical approach to trauma support that can be readily implemented in educational and therapeutic settings, even in temporary displacement facilities.
增强受战争影响青年的心理健康和复原力:虚拟现实诱发敬畏体验的影响
本研究调查了旨在唤起敬畏的虚拟现实(VR)应用程序是否可以改善受战争影响的儿童和青少年的心理健康。我们研究了不同的VR体验(令人敬畏的、平静的或中性的)如何影响从冲突地区撤离的年轻人的情境焦虑、情绪、希望和意义感。研究人员对流离失所后暂时居住在以色列中部的儿童和青少年(9-16岁)进行了两项实验:一项是因火箭弹袭击而从以色列北部撤离的儿童和青少年(实验1,N = 425),另一项是受2023年10月冲突严重影响的南部社区的儿童和青少年(实验2,N = 385)。参与者被随机分配体验三个12分钟的VR应用程序之一。使用重复测量的方差分析,与中性应用相比,令人敬畏的VR应用显著增加了积极情绪、希望和生活意义,同时减少了状态焦虑和负面情绪(实验1中的ps≤0.01;实验2的ps≤0.001)。与中性应用程序相比,镇静型VR应用程序也增加了积极情绪(实验1中p = 0.01;p & lt;.001,实验2)。结构方程模型表明,敬畏VR体验的好处部分是由“小自我”的感觉和与自然的联系所介导的。敬畏应用程序在减少受战争创伤程度较高的参与者的负面情绪和焦虑方面有更大的效果。这些研究结果表明,基于虚拟现实的短暂敬畏体验可以作为一种有效的、可获得的干预工具,用于增强受战争影响青年的心理复原力,提供一种实用的创伤支持方法,可以在教育和治疗环境中,甚至在临时流离失所设施中轻松实施。
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来源期刊
CiteScore
19.10
自引率
4.00%
发文量
381
审稿时长
40 days
期刊介绍: Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.
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