Sumin Shin , Juwon Hwang , Asya Cooley , Skye Cooley , Shahariar Nobel , Ralph Dinko , Jungyu Lee
{"title":"Impact of virtual reality and video backgrounds on mental health in digital meditation","authors":"Sumin Shin , Juwon Hwang , Asya Cooley , Skye Cooley , Shahariar Nobel , Ralph Dinko , Jungyu Lee","doi":"10.1016/j.chb.2025.108758","DOIUrl":null,"url":null,"abstract":"<div><div>This study explores how the characteristics of meditation videos, specifically video background (classroom vs. nature) and device type (VR vs. computer), affect mental health outcomes among college students. A total of 202 students participated in an experimental design where mental health was assessed through the Perceived Stress Scale (PSS), Distress Tolerance Scale (DTS), Psychological Well-Being Scale (PWS), and Brief Mood Introspection Scale (BMIS). Covariates, including State-Trait Anger Expression and Loneliness, were controlled. The results revealed that watching meditation videos improved mental health across all measures, regardless of the device used. Nature-based videos significantly enhanced outcomes on DTS, PWS, and BMIS compared to classroom settings, although no significant difference was found for PSS. These findings suggest that while the type of digital device does not alter mental health outcomes, the environmental context of meditation videos plays a crucial role in reducing distress and enhancing psychological well-being. The study contributes to the understanding of media and environmental factors in digital health interventions, with implications for designing mental health resources for young adults.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"172 ","pages":"Article 108758"},"PeriodicalIF":8.9000,"publicationDate":"2025-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computers in Human Behavior","FirstCategoryId":"102","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0747563225002055","RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"PSYCHOLOGY, EXPERIMENTAL","Score":null,"Total":0}
引用次数: 0
Abstract
This study explores how the characteristics of meditation videos, specifically video background (classroom vs. nature) and device type (VR vs. computer), affect mental health outcomes among college students. A total of 202 students participated in an experimental design where mental health was assessed through the Perceived Stress Scale (PSS), Distress Tolerance Scale (DTS), Psychological Well-Being Scale (PWS), and Brief Mood Introspection Scale (BMIS). Covariates, including State-Trait Anger Expression and Loneliness, were controlled. The results revealed that watching meditation videos improved mental health across all measures, regardless of the device used. Nature-based videos significantly enhanced outcomes on DTS, PWS, and BMIS compared to classroom settings, although no significant difference was found for PSS. These findings suggest that while the type of digital device does not alter mental health outcomes, the environmental context of meditation videos plays a crucial role in reducing distress and enhancing psychological well-being. The study contributes to the understanding of media and environmental factors in digital health interventions, with implications for designing mental health resources for young adults.
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.