事先接触虚拟现实中的感应运动游戏不会增强对 OpenTSST VR 的应激反应性。

IF 2.6 4区 心理学 Q2 BEHAVIORAL SCIENCES
Lena Sophie Pfeifer, Carina Zoellner, Oliver T Wolf, Gregor Domes, Christian J Merz
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引用次数: 0

摘要

与面对面的特里尔社会压力测试(TSST)相比,虚拟现实(VR)变体可降低资源强度,提高标准化程度,但诱发压力的效应大小较小。然而,沉浸感更强的 TSST-VR 会产生更高的皮质醇反应。沉浸感取决于 VR 系统,但感知到的沉浸感可能会通过接触 VR 或与 VR 互动来实现。我们研究了是否可以通过事先接触在 VR 中完成的感应运动游戏来增强对可公开访问的 OpenTSST VR 的压力反应,并通过增强的沉浸感来调节这种反应。因此,N = 58 名健康参与者接受了 OpenTSST VR 或其内置对照条件(安慰剂 TSST-VR,pTSST-VR)。在此之前,参与者在 VR 或现实生活中完成了一个感应运动游戏。压力通过自我报告、唾液皮质醇浓度和唾液α-淀粉酶(sAA)活性进行测量。沉浸感则通过 "群体存在感问卷"(IPQ)进行评估。TSST-VR 组的主观压力高于 pTSST-VR 组。尽管曲线下面积测量显示 TSST-VR 组和 pTSST-VR 组之间的皮质醇水平存在显著差异,但这一效应并未在综合分析中得到验证。同样,sAA 对压力也没有反应。我们的数据表明,OpenTSST VR 并不能可靠地触发生理压力反应。同样,在接触 TSST-VR 之前玩 VR 游戏的参与者也没有表现出更强的应激反应性。重要的是,玩 VR 游戏也不会增强沉浸感(由 IPQ 表示)。我们的研究提出了一个关键问题,即与面对面的 TSST 相比,哪种操作方法更有利于获得对 TSST-VR 的类似压力反应。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Prior exposure to a sensorimotor game in virtual reality does not enhance stress reactivity toward the OpenTSST VR.

Compared to the in-person Trier Social Stress Test (TSST), virtual reality (VR) variants reduce resource-intensity and improve standardization but induce stress with smaller effect sizes. However, higher cortisol reactivity is given for more immersive TSST-VRs. Immersivity depends on the VR-system, but perceived immersion may be targeted by exposure to, or interaction with the VR. We investigated whether stress reactivity towards the openly accessible OpenTSST VR can be enhanced by prior exposure to a sensorimotor game completed in VR as mediated by increased immersion. Therefore, N = 58 healthy participants underwent the OpenTSST VR or its inbuilt control condition (placebo TSST-VR, pTSST-VR). Beforehand, participants completed a sensorimotor game either in VR or in real life. Stress was measured by means of self-reports, salivary cortisol concentrations, and salivary alpha-amylase (sAA) activity. Perceived immersion was assessed with the Igroup Presence Questionnaire (IPQ). The TSST-VR-group showed higher subjective stress than the pTSST-VR-group. Even though area under the curve measures indicated significant differences in cortisol levels between TSST-VR and pTSST-VR, this effect was not replicated in omnibus-analyses. Likewise, sAA was not responsive to stress. Our data suggests the OpenTSST VR does not reliably trigger physiological stress reactivity. Likewise, participants playing the VR-game before exposure to the TSST-VR did not show enhanced stress reactivity. Importantly, playing the VR-game did not lead to increased immersion (indicated by the IPQ), either. The key question resulting from our study is which manipulation may be fruitful to obtain a comparable stress response toward the TSST-VR compared to the in-person TSST.

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来源期刊
CiteScore
5.60
自引率
0.00%
发文量
25
审稿时长
6-12 weeks
期刊介绍: The journal Stress aims to provide scientists involved in stress research with the possibility of reading a more integrated view of the field. Peer reviewed papers, invited reviews and short communications will deal with interdisciplinary aspects of stress in terms of: the mechanisms of stressful stimulation, including within and between individuals; the physiological and behavioural responses to stress, and their regulation, in both the short and long term; adaptive mechanisms, coping strategies and the pathological consequences of stress. Stress will publish the latest developments in physiology, neurobiology, molecular biology, genetics research, immunology, and behavioural studies as they impact on the understanding of stress and its adverse consequences and their amelioration. Specific approaches may include transgenic/knockout animals, developmental/programming studies, electrophysiology, histochemistry, neurochemistry, neuropharmacology, neuroanatomy, neuroimaging, endocrinology, autonomic physiology, immunology, chronic pain, ethological and other behavioural studies and clinical measures.
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