A Virtual Reality Game-Based Intervention to Enhance Stress Mindset and Performance among Firefighting Trainees from the Singapore Civil Defence Force (SCDF)

Author:

Imran Muhammad Akid Durrani Bin1ORCID,Goh Cherie Shu Yun2,V Nisha3,Shanmugham Meyammai4ORCID,Kuddoos Hasan3,Leo Chen Huei14ORCID,Rai Bina15ORCID

Affiliation:

1. Department of Biomedical Engineering, College of Design and Engineering, National University of Singapore, Singapore 117576, Singapore

2. Emergency Behavioural Sciences and CARE Unit, Singapore Civil Defence Force, Singapore 649734, Singapore

3. Responder Performance Centre, Civil Defence Academy, Singapore Civil Defence Force, Singapore 649734, Singapore

4. Science, Math & Technology, Singapore University of Technology & Design, Singapore 487372, Singapore

5. N.1 Institute for Health, Singapore 117456, Singapore

Abstract

This research paper investigates the effectiveness of a virtual reality (VR) game-based intervention using real-time biofeedback for stress management and performance among fire-fighting trainees from the Singapore Civil Defence Force (SCDF). Forty-seven trainees were enrolled in this study and randomly assigned into three groups: control, placebo, and intervention. The participants’ physiological responses, psychological responses, and training performances were evaluated during specific times over the standard 22-week training regimen. Participants from the control and placebo groups showed a similar overall perceived stress profile, with an initial increase in the early stages that was subsequently maintained over the remaining training period. Participants from the intervention group had a significantly lower level of perceived stress compared to the control and placebo groups, and their stress-is-enhancing mindset was significantly increased before the game in week 12 compared to week 3. Cortisol levels remained comparable between pre-game and post-game for the placebo group at week 12, but there was a significant reduction in cortisol levels post-game in comparison to pre-game for the intervention group. The biofeedback data as a measurement of root mean square of successive differences (RMSSD) during the gameplay were also significantly increased at week 12 when compared to week 3. Notably, the intervention group had a significant improvement in the final exercise assessment when compared to the control based on the participants’ role as duty officers. In conclusion, a VR game-based intervention with real-time biofeedback shows promise as an engaging and effective way of training firefighting trainees to enhance their stress mindset and reduce their perceived stress, which may enable them to perform better in the daily emergencies that they respond to.

Publisher

MDPI AG

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