Nature Engagement Outcomes of Viewing Nature Through a 360° Video or a Tablet Screen: Randomized Trial.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-06-16 DOI:10.2196/63424
Elena Brambilla, Karen Stendal, Vibeke Sundling, Giovanna Calogiuri
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引用次数: 0

Abstract

Background: Nature engagement, including affective and physical interactions with nature, is linked to a multitude of health and well-being benefits. Unfortunately, opportunities for engaging with nature are decreasing worldwide. University students, especially, are a demographic group that tends to engage little with nature. Immersive virtual nature (IVN; ie, digital nature content delivered through immersive devices, such as head-mounted displays) has been proposed as a medium to facilitate nature experiences and engagement. In recent years, 360° nature videos have emerged as an accessible way to create IVN content, although it is still unclear whether they can elicit presence and increase nature engagement to a greater extent than nature videos delivered through nonimmersive media.

Objective: We aimed to investigate the effectiveness of nature videos as a medium to promote nature engagement among university students, comparing devices with different levels of immersion. Specifically, 2 experimental conditions were tested: a 360° nature video delivered through a head-mounted display (IVN) and a matching video displayed on a tablet screen (nonimmersive virtual nature).

Methods: In total, 38 students were recruited at the library of a university campus and invited to participate in an organized hiking tour at the location displayed during the virtual nature experience. They were then randomized, using a random number generator, to either the IVN (n=20, 53%) or the nonimmersive virtual nature condition (n=18, 47%). Pre- and postexposure assessments of nature connectedness, intention to perform green exercise, intention to visit the hiking location, and intention to participate in the organized hiking tour were collected. Presence, cybersickness, and actual attendance on the tour were also assessed.

Results: A mixed ANOVA showed statistically significant pre- to postexposure assessment increases in nature connectedness (F1,36=33.49; P<.001; ηp2=0.48); intention to perform green exercise (F1,36=5.55; P=.02); intention to visit the hiking location (F1,36=15.34; P<.001; ηp2=0.26); and intention to participate in the hiking tour (F1,36=12.45; P=.001; ηp2=0.30). Both conditions were associated with medium to high ratings of "being there" and "sense of reality" but low ratings of "realism." The cybersickness levels were generally low. Of the 38 students, 6 (16%) participated in the organized tour. The mixed ANOVA found no statistical differences between the two conditions for any of the outcomes. The participants' changes in nature connectedness (ρ=0.35; P=.03) and attendance on the hiking tour (ρ=.37; P=.02) correlated with the presence item "being there."

Conclusions: This study provides novel evidence on the potential of virtual nature as a medium to improve nature engagement among university students, adding to the current debate on the effectiveness of 360° videos. These findings can inform future research as well as initiatives seeking to promote nature engagement.

通过360°视频或平板电脑屏幕观看自然的自然参与结果:随机试验。
背景:参与自然,包括与自然的情感和身体互动,与许多健康和福祉有关。不幸的是,在世界范围内,与大自然接触的机会正在减少。尤其是大学生,是一个倾向于很少接触自然的群体。沉浸式虚拟自然(IVN;例如,通过沉浸式设备(如头戴式显示器)提供的数字自然内容已被提议作为促进自然体验和参与的媒介。近年来,360°自然视频已成为创建IVN内容的一种可访问的方式,尽管目前尚不清楚它们是否能比通过非沉浸式媒体传播的自然视频更能吸引人们的存在,并在更大程度上增加自然参与度。目的:通过比较不同沉浸程度的设备,探讨自然视频作为促进大学生自然参与的媒介的有效性。具体来说,我们测试了两种实验条件:通过头戴式显示器(IVN)传输的360°自然视频和在平板电脑屏幕上显示的匹配视频(非沉浸式虚拟自然)。方法:在一所大学校园的图书馆招募了38名学生,邀请他们在虚拟自然体验中展示的地点参加有组织的徒步旅行。然后,使用随机数生成器将他们随机分配到IVN (n= 20,53%)或非沉浸式虚拟自然条件(n= 18,47%)。收集了暴露前和暴露后对自然连通性、进行绿色运动的意愿、访问徒步地点的意愿和参加有组织的徒步旅行的意愿的评估。此外,还对参观现场、晕机和实际出勤率进行了评估。结果:混合方差分析显示,接触前与接触后的自然连接性评估有统计学意义的增加(F1,36=33.49;Pp2 = 0.48);绿色运动意愿(F1,36=5.55;P = .02点);远足地点访问意向(F1,36=15.34;Pp2 = 0.26);和参加徒步旅行的意愿(F1,36=12.45;P =措施;ηp = 0.30)。这两种情况都与“在那里”和“现实感”的中高评分有关,但与“现实主义”的低评分有关。晕屏的程度普遍较低。38名学生中,有6名(16%)参加了有组织的旅游。混合方差分析发现两种情况下的任何结果都没有统计学差异。参与者自然连通性的变化(ρ=0.35;P=.03)和徒步旅行出勤率(ρ=.37;P=.02)与存在项“在那里”相关。结论:这项研究为虚拟自然作为一种媒介的潜力提供了新的证据,以提高大学生对自然的参与,增加了当前关于360°视频有效性的争论。这些发现可以为未来的研究以及寻求促进自然参与的举措提供信息。
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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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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