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Respiratory Biofeedback based Virtual Environment to Increase Subjective Vitality and Reduce Stress in International Students: Usability, Feasibility and Effectiveness pilot study.

Ahire, Divya (2022) Respiratory Biofeedback based Virtual Environment to Increase Subjective Vitality and Reduce Stress in International Students: Usability, Feasibility and Effectiveness pilot study.

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Abstract:Virtual Reality has been used in various well-being based interventions. Based on publicly available studies, an intervention focusing on physical and psychological exercises within the same virtual environment was very limited in number. Therefore, subjective vitality was used as a concept to make a prototype of an intervention to make a more holistic approach towards fostering well-being. Subjective vitality is a state of feeling alive and having an energy available to oneself. This study has made further developments to the already existing Prototype developed by Bareišytė (2021) which was developed for improving Subjective Vitality. Additionally, biofeedback based virtual environments are majorly used to alleviate physical pains or mental stress. Although, this study utilized this technology to explore its impact not only on stress but also, on subjective vitality. The focus group of this intervention were international students. Many research studies have observed high levels of stress in this population, specifically rooting from acculturation processes and academic experiences which were somatised leading to adverse physical effects. Furthermore, usability and feasibility of this newly developed prototype was examined. As result, higher presence and immersive tendencies were observed. Additionally, an effectiveness study was conducted to measure any differences in the levels of subjective vitality, acculturative stress and academic stress using one-group pre-test post-test design. The results showed significant increase in subjective vitality, increase in acculturative and academic stress. In conclusion, the developed biofeedback based virtual reality environment was effective in increasing subjective vitality and decreasing acculturative and academic stress. Also, the prototype was perceived to be usable and feasible by the participants.
Item Type:Essay (Master)
Faculty:BMS: Behavioural, Management and Social Sciences
Subject:77 psychology
Programme:Psychology MSc (66604)
Link to this item:https://purl.utwente.nl/essays/93538
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