评估虚拟现实游戏减少焦虑和增加认知带宽的有效性

Daniel Hawes, A. Arya
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引用次数: 1

摘要

最近的研究表明,在过去的几年里,北美的大多数高等教育学生“感到压倒性的焦虑”,这种影响对他们的学习成绩和整体幸福感产生了负面影响。基于最近的技术和认知启动研究,我们提出了一个理论框架和技术解决方案,以解决使用基于技术的启动的学生焦虑挑战。作为我们理论框架的初步测试,本研究旨在测试虚拟现实游戏应用在减少焦虑和增加认知带宽方面的有效性。在这个初步的受试者内研究设计中,N=10,与未启动的测试阶段相比,启动参与者在启动活动后的认知测试表现显着提高。结果还表明,高度焦虑的受试者比焦虑程度较低的受试者从启动活动中获得更多的好处。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Assessing the Effectiveness of Virtual Reality Gaming to Reduce Anxiety and Increase Cognitive Bandwidth
Recent research indicates that a majority of postsecondary students in North America “felt overwhelming anxiety” in the past few years, an effect that is negatively impacting their academic performance and overall well-being. Building on recent technology and cognitive priming research, we propose a theoretical framework and technology solution to address the student anxiety challenge using technologybased priming. As an initial test of our theoretical framework, this study aims to test the effectiveness of Virtual Reality gaming applications to reduce anxiety and increase cognitive bandwidth. In this preliminary, within-subjects study design, N=10, the primed participants showed a marked increase in cognitive test performance subsequent to the priming activity compared to the non-primed test session. The results also showed that highly anxious subjects derived more benefit from the priming activity than less anxious subjects.
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