Evaluating the Potential of Metaverse to Elicit Therapy-Related Emotions Among Individuals With Depression: Controlled Pilot Study of Cognitive and Emotional Responses.

IF 1.8
JMIR XR and spatial computing Pub Date : 2025-12-22 eCollection Date: 2025-01-01 DOI:10.2196/82422
Fabiha Islam, Purushothaman Muthukanagaraj, Mei-Hsiu Chen, Liang Zhan, Alex Leow, Chao Shi
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Abstract

Background: Depression, a prevalent mental health condition, affects millions worldwide. Many face significant barriers to accessing effective therapy. Metaverse has become a promising platform for addressing these challenges. Its 3D virtual environments allow users to engage through customizable avatars, supporting the elicitation of therapy-related emotions, an essential component of therapeutic interventions.

Objective: This pilot study investigates the potential of the Metaverse to elicit therapy-related emotional responses in individuals experiencing depression. The objectives are to assess emotional arousal, mental workload (MWL), and affective engagement during an emotional elicitation task in a Metaverse environment and compare them with those observed in a similar real-world setting.

Methods: We conducted a between-subjects experiment involving 28 participants: 14 had self-reported depression symptoms; 14 had minimal or no depression. Participants were assigned to a real-world environment or a Metaverse environment. Second Life (SL), a persistent 3D virtual world that utilizes human-like avatars for navigation, was the Metaverse environment. A desktop computer represented the real-world setting. Participants watched emotion-eliciting video clips to evoke amusement, anger, disgust, fear, and sadness. They reported their emotional arousal using the 16-item self-report inventory, MWL using the NASA Task Load Index, and emotional engagement using the Positive and Negative Affect Schedule.

Results: Regardless of the environment, participants with self-reported depression symptoms reported significantly higher amusement (F 1,24=4.882, P=.04; self-reported depression: mean 5.00, SD 2.481; minimal or no depression: mean 3.07, SD 1.940), anger (F 1,24=7.067, P=.01; self-reported depression: mean 4.79, SD 2.190; minimal or no depression: mean 2.71, SD 1.899), sadness (F 1,24=4.353, P=.048; self-reported depression: mean 5.21, SD 2.293; minimal or no depression: mean 3.50, SD 1.912), and perceived performance (F 1,24=4.939, P=.04; self-reported depression: mean 91.07, SD 90.302; minimal or no depression: mean 31.07, SD 36.278) than those with minimal or no depression. Participants with minimal or no depression reported lower perceived effort in the SL environment than in the real-world setting (SL: mean 40.71, SD 38.016; real world: mean 158.571, SD 120.411; P=.02), indicating Metaverse's potential to alleviate cognitive stress during emotionally eliciting tasks. There were no significant differences in perceived MWL or emotional engagement between the real-world and Metaverse settings.

Conclusions: Individuals with self-reported depression symptoms exhibited heightened emotional responses across environmental settings, indicating the Metaverse may potentially elicit emotional arousal comparable to that in traditional settings. Participants with minimal or no depression symptoms reported lower perceived effort in the Metaverse, suggesting that virtual environments may reduce cognitive strain during emotionally evocative tasks. The lack of significant differences in emotional arousal, overall MWL, or emotional engagement across environments tentatively suggests that the Metaverse may deliver emotional experiences like those of real-world contexts. Collectively, this provides preliminary evidence that screen-based Metaverse platforms can elicit emotional responses like those commonly engaged during therapeutic depression interventions.

评估meta诱发抑郁症患者治疗相关情绪的潜力:认知和情绪反应的对照先导研究。
背景:抑郁症是一种普遍存在的精神健康状况,影响着全世界数百万人。许多人在获得有效治疗方面面临重大障碍。Metaverse已经成为解决这些挑战的一个很有前途的平台。它的3D虚拟环境允许用户通过可定制的化身参与其中,支持激发与治疗相关的情绪,这是治疗干预的重要组成部分。目的:本初步研究探讨了虚拟世界在抑郁症患者中引发治疗相关情绪反应的潜力。目的是评估在虚拟世界环境中情绪激发任务期间的情绪唤醒、精神负荷(MWL)和情感投入,并将其与在类似的现实世界环境中观察到的结果进行比较。方法:我们进行了一项涉及28名参与者的受试者间实验:14名自我报告抑郁症状;14人有轻微抑郁或没有抑郁。参与者被分配到一个真实世界环境或一个虚拟世界环境。《第二人生》(SL)是一个持久的3D虚拟世界,利用类似人类的化身进行导航,是虚拟世界环境。台式电脑代表了现实世界的设置。参与者观看了引发情绪的视频片段,以唤起娱乐、愤怒、厌恶、恐惧和悲伤。他们用16项自我报告量表来报告自己的情绪唤起,用NASA任务负荷指数来报告MWL,用积极和消极影响时间表来报告情绪投入。结果:无论环境如何,自我报告抑郁症状的参与者报告的娱乐(F 1,24=4.882, P= 0.04;自我报告抑郁:平均5.00,SD 2.481;轻微或无抑郁:平均3.07,SD 1.940),愤怒(F 1,24=7.067, P= 0.01;自我报告抑郁:平均4.79,SD 2.190;轻微或无抑郁:平均2.71,SD 1.899),悲伤(F 1,24=4.353, P= 0.048;自我报告抑郁:平均5.21,SD 2.293;轻度或无抑郁:平均3.50,SD 1.912)和感知表现(F 1,24=4.939, P= 0.04;自我报告抑郁:平均91.07,SD 90.302;轻度或无抑郁:平均31.07,SD 36.278)。轻度抑郁或无抑郁的参与者报告说,在虚拟世界环境中感知到的努力比在现实世界环境中要低(SL:平均40.71,标准差38.016;真实世界:平均158.571,标准差120.411;P= 0.02),这表明虚拟世界在情绪激发任务中有缓解认知压力的潜力。在现实世界和虚拟世界中,感知到的MWL或情感投入没有显著差异。结论:自我报告抑郁症状的个体在环境设置中表现出更高的情绪反应,表明虚拟世界可能潜在地引发与传统环境相当的情绪唤醒。有轻微抑郁症状或没有抑郁症状的参与者报告说,在虚拟世界中感知到的努力更少,这表明虚拟环境可能会减少情绪唤起任务中的认知压力。在不同的环境中,情绪唤起、总体MWL或情感投入都没有显著差异,这初步表明,虚拟世界可能会提供与现实世界情境类似的情感体验。总的来说,这提供了初步证据,表明基于屏幕的虚拟世界平台可以引发情绪反应,就像治疗性抑郁症干预期间常见的情绪反应一样。
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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