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VR Technology and Stress - Final Paper Proposal Updated
VR Technology and Stress - Final Paper Proposal Updated
VR Technology and Stress - Final Paper Proposal Updated
Experience of a Stressor?
Kevin A. Burns
Abstract
Stress has been shown to have a positive effect on one’s psychological and physical
health in the short-term, but exposure to stress over a long period of time can have detrimental
health consequences, including increased rates of anxiety and depression and decreased cognitive
abilities and heart rate variability. To that end, meditation has been used for thousands of years to
destress. Newly emerging technology, such as virtual reality, has been shown to have capabilities
to both induce and reduce stress, so it is hypothesized that combining virtual reality with an
established meditation process may be more effective at reducing physical and psychological
stress than either component individually. What follows is a literature review for those
Experience of a Stressor?
short- and long-term effects. Mohan, Sharma, & Bijlani (2011) found that short-term memory
scores could be improved as a result of stress. Mohan et al.’s study used 32 young adults who
had never meditated before and had them meditate either before or after inducing stress by way
of a difficult video game. They found that memory scores increased as a result of the
introduction of the stressor and that that benefit was not lost after meditation.
Stress was also found to increase levels of cortisol in saliva and increase activation in
parts of the brain associated with different stressful tasks (Dedovic, Renwick, Mahani, Engert,
Lupien, & Pruessner, 2005). Groups were given difficult math tasks to complete on the computer
while researchers took levels of their cortisol and used PET and fMRI imaging to see that
specific parts of the brain (namely, the angular gyrus) and the motor and visual association
Pedreiro (2014) found that high levels of perceived stress can lead to lower relationship
satisfaction and higher desire for “alternatives” to current romantic partners. Using a group of
high- and low-stressed individuals, researchers had them write a list of compliments for their
partners and pick as many individuals from a page of 10 photographs, as people they would
potentially want to meet romantically and found that those with the highest stress wrote the
fewest compliments and picked the greatest number of alternatives (Lewandowski et al., 2014).
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Long-term stress has been shown to affect subjective memory scores. A study of middle-
aged adults found that those with the strongest depressive symptoms often reported the strongest
levels of stress (Rönnlund, Sundström, Sörman, & Nilsson, 2013). Those with the highest levels
of stress also reported having the lowest memory scores; however, when participants were tested
on their memory, it was found that these self-reports were not accurate, and that long-term stress
While stress has proven to have both positive and negative impacts on daily life,
meditation has been shown to decrease both physiological and perceived levels of stress. A study
using medical students, an already high-stress population, found that those who implemented a
mindfulness meditation program known as Headspace at least once increased their mindfulness
and decreased stress scores over time (Yang, Schamber, Meyer, & Gold, 2018).
Hintz, Frazier, & Meredith (2015) did a similar experiment with college students where
they had them take part in a meditation program online, where they would either get information
intervention that gave them feedback on how they were doing (experimental). Scores showed
that the two relaxation interventions had lower scores for factors such as stress, anxiety, and
depression than the information-only group (the difference in scores between relaxation
interventions was about .05-.1, while the difference between these groups and information only
showed a difference of .5-.6). This suggests that even when people are aware of their stress and
Meditation has also been shown to be effective in reducing anxiety in children with
ADHD (Huguet, Miguel-Ruiz, Haro, & Alda, 2017). A group of children aged 7-12 received a
75 minute, once weekly group-based mindfulness training for 8 weeks. Results showed
CAN THE USE OF VR TECHNOLOGY 5
significant decreases in anxiety scores, ADHD symptoms, and cognitive inhibition, along with
an increase in processing speed. This implies that meditation is useful for stress reduction, as
Meditation, much like stress, also has physiological benefits. For example, a 2015 study
by Taren, Gianaros, Greco, Lindsay, Fairgrieve, Brown, Rosen, Ferris, Julson, Marsland,
Bursley, Ramsburg, & Creswell found that mindfulness meditation can have a lasting effect on
the amygdala’s stress response. What they found was that, for those whose amygdalas were
highly active, a 3-day intensive mindfulness meditation training helped to reverse that and bring
it back to a normal state as well as having some proactive benefits that would prevent the
amygdala from working as hard to create a physiological response the next time they
Meditation has also been shown to reduce physiological stress in high-stress populations,
such as college students. A study conducted in 2016 found that a 4-hour mindfulness meditation
training done over the course of 4 weeks could decrease stress levels in college students better
than a no treatment or control group, where participants played with a dog to relax (Shearer,
Hunt, Chowdhury, & Nicol, 2016). Afterwards, every group was given a cognitive stressor
challenge where an electrocardiogram showed greater heart rate variability (HRV), a measure of
the body’s ability to handle physiological stress, in the group that had undergone the mindfulness
meditation. The control group HRV was similar to that of the no treatment group (Shearer et al.,
2016).
While meditation is useful for reducing stress, virtual reality (VR), a relatively new
technology that immerses the user in a virtual world via headset, has been shown to have the
ability to both induce and reduce stress. One of the uses of VR is in teaching balance to clients
CAN THE USE OF VR TECHNOLOGY 6
who have experienced a fall in a safer, more controlled environment. One study found that the
best way to do this was with a virtual balance beam, where individuals would walk on a beam
raised only a few inches off the ground but would have a beam in the virtual reality that looked
as if it were on top of a high building. By inducing stress in this way, the individuals were able to
learn better balance in a safe environment. It was found that the virtual beam increased reported
stress levels, electrodermal activity, and heart rate (Peterson, Furuichi, & Ferris, 2018).
identifies with the virtual body even though it isn’t theirs, found that having an avatar which is in
an uncomfortable, or unnatural, position could actually lead to lower HRV, greater heart rate,
and more mistakes when completing a cognitive task, but BOI was not affected (Bergström,
Kilteni, and Slater, 2016). This increase in stress levels suggests that part of what makes VR
effective in inducing stress is its level of immersion and how the participant identifies with what
Monzani, Alcañiz, & Pravettoni found that virtual reality was effective at reducing stress
regardless of whether it was interactive or not (2019). With interactive VR, participants are able
to move around and engage with the world around them, while noninteractive is more like a film
where participants can only go where the video goes and cannot impact the virtual setting in any
way. Pizzoli et al. (2019) also hypothesized that personalized VR, where settings could be made
to look like peaceful places from the participants’ own lives, could go a step further in enhancing
In 2007, Villani & Riva found that presence, another important aspect of VR that
describes how strongly a person feels connected with and immersed in the virtual world, had a
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part to play in stress reduction. When comparing VR to audio-only and video-only groups (two
non-immersive media formats), Villani & Riva found that the users’ sense of presence, as well as
the use of VR, had a strong negative correlation with self-reported stress levels (2007).
With the use of both VR and meditation for stress reduction purposes, the use of VR
technology with guided meditation may improve the relaxation response after experience of a
stressor more than guided meditation, VR-only meditation, or normal relaxation. In a follow-up
study, Villani, Riva, & Riva (2012) compared VR with audio guided meditation to video with
audio guided meditation and audio guided meditation only groups and found that VR decreased
heart rate more than audio or video (by 7 BPM compared to 4 and 2, respectively).
In a study which looked at the effects of biofeedback and display type on a relaxation
module in VR and in video on a computer screen, it was found that VR led to greater score
increases in restorativeness of the program and presence over the computer screen video and the
use of electrodermal biofeedback helped to enhance both effects within the VR group, but not the
Alarcón, Borao, & García-Campayo (2017) found that participants who tried out a VR program
that taught Dialectical Behavioral Therapy (DBT) mindfulness skills reported increases in the
mindfulness states and reductions in negative emotional states (such as sadness, anger, and
anxiety). Further post-test questions showed that participants also rated the training as having
Shah, Torres, Kannusamy, Chng, He, & Klainin-Yobas (2015) found that a program
which included 3 1-hour daily sessions of psychoeducation and a VR relaxation practice led to
CAN THE USE OF VR TECHNOLOGY 8
lowered subjective stress (t = 6.91), depression (t = 5.62), and anxiety (t = 5.54). The findings
also showed an increase of skin temperature, perceived relaxation, and knowledge of stress and
relaxation. Participant reactions to this program were positive (Shah et al., 2015).
After reviewing the literature, the following hypotheses have been proposed:
1. Use of VR technology with guided meditation will decrease blood pressure after
normal relaxation.
2. Use of VR technology with guided meditation will heart rate after experience of a
relaxation.
Methods
Participants
For this experiment, 40 participants will be drawn from classes in the Psychology and
Social Work departments. All participants will be prescreened for a fear of heights, prior use of
demographic inventory. Participants will also be advised to wear a t-shirt, close-toed shoes, and
pants/shorts (no skirts or dresses for fear they might trip during the plank experience). A random
number generator will be used to divide participants into one of four-groups: a “relax-as-normal"
CAN THE USE OF VR TECHNOLOGY 9
(control) group, a VR-only group, a guided meditation audio-only group, and a VR with guided
meditation audio group (all experimental groups). In addition to the demographic inventory,
participants will be required to read and sign an informed consent form. All information, which
will be collected following APA ethical guidelines for human subject research, will be kept
confidential.
Materials
Each participant will be asked to fill out a numbered demographic inventory during the
recruitment, along with their informed consent form and the Perceived Stress Scale (PSS).
Before and after exposure to the VR, participants will fill out the Positive and Negative Affects
GPA, student status, commuter status, residency status, race, parental marital status, parental
education level, height, weight, employment status, fear of heights, prior use of VR, prior use of
Positive and Negative Affects Schedule (PANAS). The PANAS is a 20-item scale with
10 positive affects listed, such as interested, strong, and proud, and 10 negative affects, such as
guilty, nervous, and afraid (see Appendix B). Individuals are asked to rate the strength of each
affect that they are feeling at that exact moment, ranging from 1 (very slightly or not at all) to 5
(extremely). The positive affect scale had a Cronbach α coefficient of 0.88 and the negative
affect scale had a coefficient of 0.85. Test-retest correlations over an 8-week time period showed
a coefficient of 0.58 for the positive affect scale and a 0.55 for the negative affect scale.
CAN THE USE OF VR TECHNOLOGY 10
Perceived Stress Scale (PSS). The PSS measures an individual’s feelings of control over
their stress over the course of the last month. It is a 10-item scale in which individuals can score
0-4 on each question, for a total score of 0-40 (see Appendix C). Pearson correlation coefficients
show a score of -.30 between the positively and negatively worded questions, showing that the
items are related but distinctly different, while a Cronbach’s α reliability estimate was at .79 for
the scale with a .82 for the negatively worded questions and a .70 for the positively worded
Other experiment material. Blood pressure and heart rate will also be taken before
experience of the VR, during experience of the VR, and after the experience of the VR (during
the relaxation technique for the given group) for every group using the Dinamap 845XT Blood
Pressure Monitor.
the top of a skyscraper via elevator and tries to walk to the end of a wooden plank sticking out of
the building and suspended over nothing but the ground below. For the purposes of this
experiment, a real wooden plank propped up at a ~5° angle will be calibrated with the simulation
experimental group which used self-guided meditation audio will listen to the same guided
meditation, an audio clip approximately 5 minutes in length, from the company Headspace.
Additional material for the VR groups. A 360° VR Youtube video of a river was
Procedure
CAN THE USE OF VR TECHNOLOGY 11
Once participants arrive for the study, they will be taken to a separate room across from
the VR lab for intake so as not to be exposed to the experiment. During this time, the experiment
will be described to them and they will fill out their resting PSS inventory. Follow-up questions
can also be asked for any who answered “Yes” to any of the pre-screening questions to
determine eligibility.
From here, participants will be escorted into the VR lab where the blood pressure monitor
will be set up. The cuff will be attached and we will take a 5 minute reading (one reading each
minute, not counting the first two as they acclimate, with an average of the three final scores
being used as resting blood pressure and heart rate measurements). We will then put the headset
on the participant and give them a minute to explore the VR world before starting the Richie’s
Plank Experience. The participant will be sent to the top of the skyscraper using the computer
From there, the participant will be asked to go to the end of the plank as their
physiological measures are being recorded. If a participant cannot make it to the end, they will be
encouraged to keep moving forward until at least three blood pressure and heart rate recordings
have been done. However, they can stay still if they feel that they can’t move forward. In the
case that a participant needs to get out immediately, there is a “Return to Ground” button on the
computer outside the lab that will automatically move the game back to the elevator’s starting
For the relax-as-normal (control) group, the headset will be removed, and they will be
asked to sit in the chair in the VR lab for 5 minutes while we get blood pressure and heart rate
readings. They will be informed they can do anything they want to relax, so long as they remain
CAN THE USE OF VR TECHNOLOGY 12
in the chair. We will then remove the blood pressure cuff and they will be asked to complete the
PANAS again.
For the guided meditation audio-only group, the headset will be removed, and they will
be asked to sit in the chair in the VR lab for 5 minutes to listen to the guided meditation. They
will be asked to follow the instructions in the audio while we get heart rate and blood pressure
readings. After the audio has ended, we will remove the blood pressure cuff, and the participant
For the VR-only group, participants will be asked to sit in the provided chair and try to
relax for five minutes while they look around the VR river video and we continue to monitor
heart rate and blood pressure. After the video has ended, we will remove the headset and blood
pressure cuff, and the participant will complete the PANAS again.
For the VR with guided meditation audio group, participants will be asked to sit in the
provided chair and to relax for five minutes whil looking at the VR river video and listening to
the guided meditation audio. They will be encouraged to follow all directions in the audio except
to close their eyes as they need to be able to see the VR. After the video and audio have ended,
we will remove the headset and blood pressure cuff, and the participant will complete the
PANAS again.
After each participant completes the PANAS again, we will answer any questions they
might have, ensure they signed the extra credit sheet if they are getting extra credit for the
experiment, and begin the intake process with the next participant while the headset and cuff are
wiped down and the VR experiences and guided meditation audio are reset.
Analysis
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To analyze the data, a 3x4, one-way ANOVA looking at heart rate, blood pressure, and
PANAS score changes will be used to determine the efficacy of the VR and self-guided
meditation group as compared to the audio-only, VR-only, and relax-as-normal group in creating
a relaxation response. To establish that findings are significant, a value of p<0.05 will be used.
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References
Bergström, I., Kilteni, K., & Slater, M. (2016). First-person perspective virtual body posture
influences stress: A virtual reality body ownership study. PLoS ONE, 11(2).
https://das.nh.gov/wellness/Docs/Percieved%20Stress%20Scale.pdf.
Dedovic, K., Renwick, R., Mahani, N. K., Engert, V., Lupien, S. J., & Pruessner, J. C. (2005).
The Montreal Imaging Stress Task: using functional imaging to investigate the effects of
perceiving and processing psychosocial stress in the human brain. Journal of psychiatry
Huguet A, Miguel-Ruiz D, Haro JM, & Alda JA (2017). Efficacy of a Mindfulness Program for
Hintz, S., Frazier, P. A., & Meredith, L. (2015). Evaluating an online stress management
https://doi.org/10.1037/cou0000014
Lee, B. & Jeong, H. I. (2019) Construct validity of the perceived stress scale (PSS-10) in a
Lewandowski, G. W., Jr., Mattingly, B. A., & Pedreiro, A. (2014). Under pressure: The effects
mansfield.klnpa.org/10.1080/00224545.2014.933162
Mohan, A., Sharma, R., & Bijlani, R. L. (2011). Effect of meditation on stress-induced changes
207–212. https://doi-org.proxy-mansfield.klnpa.org/10.1089/acm.2010.0142
Navarro-Haro, M. V., López-Del-Hoyo, Y., Campos, D., Linehan, M. M., Hoffman, H. G.,
Meditation experts try Virtual Reality Mindfulness: A pilot study evaluation of the
https://doi.org/10.1371/journal.pone.0187777
Peterson SM, Furuichi E, Ferris DP (2018) Effects of virtual reality high heights exposure during
e0200306. https://doi.org/10.1371/journal.pone.0200306
Pizzoli SFM, Mazzocco K, Triberti S, Monzani D, Alcañiz Raya ML and Pravettoni G (2019)
Rockstroh, C., Blum, J., & Göritz, A. S. (2020). Combining VR and biofeedback: The effects on
Rönnlund, M., Sundström, A., Sörman, D. E., & Nilsson, L.-G. (2013). Effects of perceived
long-term stress on subjective and objective aspects of memory and cognitive functioning
CAN THE USE OF VR TECHNOLOGY 16
mansfield.klnpa.org/10.1080/00221325.2011.635725
Shah, L. B. I., Torres, S., Kannusamy, P., Chng, C. M. L., He, H.-G., & Klainin-Yobas, P.
related variables in people with mood disorders: The feasibility study. Archives of
Shearer, A., Hunt, M., Chowdhury, M., & Nicol, L. (2016). Effects of a brief mindfulness
meditation intervention on student stress and heart rate variability. International Journal
mansfield.klnpa.org/10.1037/a0039814
Taren, A. A., Gianaros, P. J., Greco, C. M., Lindsay, E. K., Fairgrieve, A., Brown, K. W., Rosen,
R. K., Ferris, J. L., Julson, E., Marsland, A. L., Bursley, J. K., Ramsburg, J., & Creswell,
mansfield.klnpa.org/10.1093/scan/nsv066
Villani, D., & Riva, G. (2012). Does interactive media enhance the management of stress?
Villani, D., Riva, F., & Riva, G. (2007). New technologies for relaxation: The role of presence.
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mansfield.klnpa.org/10.1089/acm.2015.0301
CAN THE USE OF VR TECHNOLOGY 18
Appendix A
Demographic Information
Appendix B
PANAS
Indicate to what extent you feel this way right now, that is, at the present moment.
1 2 3 4 5
Very Slightly or A Little Moderately Quite a Bit Extremely
Not at All
Appendix C
PSS
________ 1. In the last month, how often have you been upset because of something that
happened unexpectedly?
________ 2. In the last month, how often have you felt you were unable to control the
important things in your life?
________ 3. In the last month, how often have you felt nervous and stressed?
________ 4. In the last month, how often have you felt confident about your ability to handle
your personal problems?
________ 5. In the last month, how often have you felt that things were going your way?
________ 6. In the last month, how often have you found that you could not cope with all the
things that you had to do?
________ 7. In the last month, how often have you been able to control irritations in your life?
________ 8. In the last month, how often have you felt that you were on top of things?
________ 9. In the last month, how often have you been angered by things that have happened
that were outside of your control?
________ 10. In the last month, how often have you felt that difficulties were piling up so high
that you could not overcome them?