Stress Augmentation with Immersive Virtual Reality and Augmented Reality Technologies (SAIVAR-Tech)
Abstract
Background: Resilience is the ability to cope with adversity and stress in one???s environment. While initially thought to be a stable personality trait, resilience as a concept is now being understood as an adaptation that can be developed and enhanced through training. Given the high demands of our elite military service members, it is important to foster resilience to meet the needs of their positions and obligations. The literature suggests that repeated exposure to minor stressors in a controlled environment, can aid in developing increased resilience. One method of accomplishing this is through video game play. Many video game players report that they engage in game play as a means of reducing stress, and others report feeling less stressed after a bout of game play. Previous literature has used traditional virtual reality (VR) technology platforms to explore the effects of game play on stress. However, little to no research has been conducted comparing the effects more immersive and advanced gaming platforms (i.e., immersive VR [iVR]; augmented reality [AR]) has on stress and stress resilience. The current study aims to explore the effects of advanced game play, with multiple different technology platforms, on perceived stress and stress resilience in a healthy population.Objective/Hypothesis: The overall objective of the proposed research is to determine stress reducing capabilities of commercially available VR and AR technologies, and as a means of promoting stress resilience. There are three working hypotheses proposed for this project: 1) Participants using game technologies will demonstrate stress reduction and improve stress resilience. 2) Participants using iVR will demonstrate greater improvements in stress resilience greater stress reduction following game training compared to participants receiving VR training. 3) Participants using AR will demonstrate greater improvements in terms of reduced stress and stress resilience compared to participants receiving iVR.Specific Aims: This project has six specific aims: 1) determine if VR technology reduces stress immediately following play; 2) determine if 8 hours of VR game training improves stress resilience; 3) determine if iVR technology reduces stress immediately following play; 4) determine if 8 hours of iVR game training improves stress resilience; 5) determine if AR technology reduces stress immediately following play; 5) determine if 8 hours of AR game training improves stress resilience.Study Design: The proposed study will recruit healthy participants (N=144; 18-55 years of age) for a randomized, interventional study consisting of three experimental arms: a VR group, iVR group, and AR group. All participants will undergo eight-hours of game training with their assigned technology platform over the course of ten-weeks. A repeated measures ANOVA will be used to analyze all changes pre- and post-intervention. Impact/Military Benefit: The results of this study will be generalizable to military service personnel. Previous literature has demonstrated the positive cognitive and emotional benefits to video game play. The current research will extend this literature to include more advanced and more immersive technologies. Previously, these more advanced gaming platforms were cost prohibitive. However, more gaming platforms are recently developing this technology therein reducing consumer costs. Therefore, should this research demonstrate that one gaming platform is superior to the others in terms of reducing stress and improving resilience, then it would succeed in providing a practical transition plan, to supply barracks and USO common areas with the superior gamingplatform as a stress reducer and resilience enhancer.
Document Details
- Document Type
- DoD Grant Award
- Publication Date
- Jul 26, 2018
- Source ID
- N000141812530
Entities
People
- Dong Han
Organizations
- Office of Naval Research
- United States Navy
- University of Kentucky