Virtual Reality Biofeedback in Health: A Scoping Review

Over the past decades, virtual reality (VR) has found its way into biofeedback (BF) therapy programs. Using VR promises to overcome challenges encountered in traditional BF such as low treatment motivation, low attentional focus and the difficulty of transferring learnt abilities to everyday life. Y...

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Veröffentlicht in:Applied psychophysiology and biofeedback 2022-03, Vol.47 (1), p.1-15
Hauptverfasser: Lüddecke, Robin, Felnhofer, Anna
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Felnhofer, Anna
description Over the past decades, virtual reality (VR) has found its way into biofeedback (BF) therapy programs. Using VR promises to overcome challenges encountered in traditional BF such as low treatment motivation, low attentional focus and the difficulty of transferring learnt abilities to everyday life. Yet, a comprehensive research synthesis is still missing. Hence, this scoping review aims to provide an overview over empirical studies on VR based BF regarding key outcomes, included samples, used soft- and hardware, BF parameters, mode of application and potential limitations. We systematically searched Medline, PsycINFO, Scopus, CINAHL, Google Scholar and Open Grey for empirical research. Eighteen articles met the inclusion criteria. Samples mostly consisted of healthy (44.4%) and/or adult (77.7%) participants. Outcomes were mainly anxiety (44.4%), stress (44.4%) or pain reduction (11.1%), which were reduced by the VR-BF interventions at least as much as by classical BF. Participants in VR-BF interventions showed higher motivation and involvement as well as a better user experience. Heart rate or heart rate variability were the most frequently used BF parameters (50.0%), and most VR-BF interventions (72.2%) employed a natural environment (e.g., island). Currently, there is no clear evidence that VR-BF is more effective than traditional BF. Yet, results indicate that VR-BF may have advantages regarding motivation, user experience, involvement and attentional focus. Further research is needed to assess the specific impact of VR and gamification. Also, testing a broader range of clinical and younger samples would allow more far-reaching conclusions.
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subjects Adult
Anxiety
Anxiety Disorders
Attention
Behavioral Science and Psychology
Biofeedback
Biofeedback training
Biofeedback, Psychology
Computer applications
Feedback
Health Psychology
Heart beat
Heart rate
Humans
Motivation
Psychology
Psychotherapy and Counseling
Public Health
User experience
Virtual Reality
title Virtual Reality Biofeedback in Health: A Scoping Review
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