Virtual reality and music's impact on psychological well-being

Author:

Alexanian Stephen,Foxman Maxwell,Pimentel Danny

Abstract

Quality of life is bound to psychological well-being, which in turn is affected by the frequency and magnitude of negative mood states. To regulate mood states, humans often consume media such as music and movies, with varied degrees of effectiveness. The current investigation examined the effectiveness of virtual reality (VR) vs. two-dimensional (2D) online interventions with various stimuli (audiovisual vs. visual only vs. audio only) to assess which interventions were most effective for improved well-being. Additionally, this study examined which groups displayed the highest amount of perceived presence to understand what components are essential when maximizing a person's subjective feeling of being “in” a new place and if this translated toward therapeutic results. Our data suggests that even though VR participants generally experienced more presence and had similar benefits as 2D groups for increasing positive mood, only participants in the 2D groups had a reduction in negative mood overall with 2D audiovisual participants experiencing the best results. These results contradict past studies which indicate that there could be other psychological and theoretical considerations that may play a role in determining what online experiences are more effective than just examining presence and immersive stimuli. Further research and development into using VR as a tool for improved well-being is needed to understand its efficacy in remote and in-person setting.

Publisher

Frontiers Media SA

Subject

General Materials Science

Cited by 4 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Unlocking Memories;Handbook of Research on Advances in Digital Technologies to Promote Rehabilitation and Community Participation;2023-12-07

2. Would you rather come to a tango concert in theater or in VR? Aesthetic emotions & social presence in musical experiences, either live, 2D or 3D;Computers in Human Behavior;2023-12

3. A Comparison of Interfaces for Learning How to Play a Mixed Reality Handpan;2023 IEEE Gaming, Entertainment, and Media Conference (GEM);2023-11-19

4. Crystal Viewpoints: Virtual Reality Viewpoint Design for Analytical Measurement of Crystal Structures in Materials Science and Engineering;2023 IEEE Frontiers in Education Conference (FIE);2023-10-18

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