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Examining the Use of Virtual Reality to Support Mindfulness Skills Practice in Mood and Anxiety Disorders: Mixed Methods Study (Preprint)

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BACKGROUND Virtual reality (VR) has been proposed as a technology to support mindfulness practice through promoting increased engagement and presence. The proposed benefits of this technology have been largely unexamined with clinical populations. Further research is required to understand its clinical potential and utility in improving and managing mental health symptoms. OBJECTIVE This study aims to investigate the proximal impacts of a single, brief, VR-supported mindfulness practice for individuals with a mood or anxiety disorder and to understand user experiences, which may affect the acceptability and efficacy of VR mindfulness for this population. METHODS This mixed methods study recruited 28 participants with a primary diagnosis of major depressive disorder, bipolar disorder, or anxiety disorder. Participants completed a mindfulness practice wearing a VR headset that was presenting an omnidirectional video of a forest scene, which was overlaid with a guided audio voiceover. Before and after the practice, measures were completed assessing state mindfulness (Toronto Mindfulness Scale), affect (Positive and Negative Affect Schedule), and anxiety (State-Trait Anxiety Inventory Y-1; n=27). Semistructured interviews were then held inquiring about the user experience and were analyzed using thematic analysis (n=24). RESULTS After completing the VR-supported mindfulness practice, both measures of state mindfulness on the Toronto Mindfulness Scale, mean curiosity and decentering, increased significantly (Cohen <i>d</i>=1.3 and 1.51, respectively; <i>P</i>&lt;.001). Negative affect on the Positive and Negative Affect Schedule (Cohen <i>d</i>=0.62; <i>P</i>=.003) and State-Trait Anxiety Inventory Y-1 state anxiety (Cohen <i>d</i>=0.84; <i>P</i>&lt;.001) significantly reduced. There was no significant change in positive affect (Cohen <i>d</i>=0.29; <i>P</i>=.08). Qualitative analysis of interviews identified 14 themes across 5 primary theme categories. The results suggested that being mindful during the use of the app was experienced as relatively effortless because of the visual and immersive elements. It was also experienced as convenient and safe, including when compared with prior traditional experiences of mindfulness. Participants also identified the uses for VR-supported mindfulness in managing emotions and symptoms of mental illness. CONCLUSIONS The results provide preliminary evidence that VR-supported mindfulness can improve emotional states and manage mental health symptoms for those with mood or anxiety disorders. It offers some potential clinical applications for those with mood or anxiety disorders for exploration within future research.
Title: Examining the Use of Virtual Reality to Support Mindfulness Skills Practice in Mood and Anxiety Disorders: Mixed Methods Study (Preprint)
Description:
BACKGROUND Virtual reality (VR) has been proposed as a technology to support mindfulness practice through promoting increased engagement and presence.
The proposed benefits of this technology have been largely unexamined with clinical populations.
Further research is required to understand its clinical potential and utility in improving and managing mental health symptoms.
OBJECTIVE This study aims to investigate the proximal impacts of a single, brief, VR-supported mindfulness practice for individuals with a mood or anxiety disorder and to understand user experiences, which may affect the acceptability and efficacy of VR mindfulness for this population.
METHODS This mixed methods study recruited 28 participants with a primary diagnosis of major depressive disorder, bipolar disorder, or anxiety disorder.
Participants completed a mindfulness practice wearing a VR headset that was presenting an omnidirectional video of a forest scene, which was overlaid with a guided audio voiceover.
Before and after the practice, measures were completed assessing state mindfulness (Toronto Mindfulness Scale), affect (Positive and Negative Affect Schedule), and anxiety (State-Trait Anxiety Inventory Y-1; n=27).
Semistructured interviews were then held inquiring about the user experience and were analyzed using thematic analysis (n=24).
RESULTS After completing the VR-supported mindfulness practice, both measures of state mindfulness on the Toronto Mindfulness Scale, mean curiosity and decentering, increased significantly (Cohen <i>d</i>=1.
3 and 1.
51, respectively; <i>P</i>&lt;.
001).
Negative affect on the Positive and Negative Affect Schedule (Cohen <i>d</i>=0.
62; <i>P</i>=.
003) and State-Trait Anxiety Inventory Y-1 state anxiety (Cohen <i>d</i>=0.
84; <i>P</i>&lt;.
001) significantly reduced.
There was no significant change in positive affect (Cohen <i>d</i>=0.
29; <i>P</i>=.
08).
Qualitative analysis of interviews identified 14 themes across 5 primary theme categories.
The results suggested that being mindful during the use of the app was experienced as relatively effortless because of the visual and immersive elements.
It was also experienced as convenient and safe, including when compared with prior traditional experiences of mindfulness.
Participants also identified the uses for VR-supported mindfulness in managing emotions and symptoms of mental illness.
CONCLUSIONS The results provide preliminary evidence that VR-supported mindfulness can improve emotional states and manage mental health symptoms for those with mood or anxiety disorders.
It offers some potential clinical applications for those with mood or anxiety disorders for exploration within future research.

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