TY - JOUR
T1 - Virtual reality biofeedback interventions for treating anxiety
T2 - A systematic review, meta-analysis and future perspective
AU - Kothgassner, Oswald D
AU - Goreis, Andreas
AU - Bauda, Ines
AU - Ziegenaus, Amelie
AU - Glenk, Lisa M.
AU - Felnhofer, Anna
N1 - © 2022. The Author(s).
PY - 2022/1/6
Y1 - 2022/1/6
N2 - BACKGROUND: Virtual reality (VR)-based biofeedback is a relatively new intervention and is increasingly being used for the treatment of anxiety disorders. This is the first research synthesis regarding effects and efficacy of this novel mode of treatment.METHOD: We conducted a systematic review and meta-analysis of the VR biofeedback literature on treating anxiety symptoms. The MEDLINE/PubMed, Scopus and Web of Science databases were searched for eligible pre-post comparisons and randomized controlled trials (RCTs). We used self-reported anxiety, heart rate (HR), and heart rate variability (HRV) as primary outcome measures.RESULTS: A total of 7 studies with 191 participants reported VR biofeedback interventions. Of these studies 5 were RCTs, with 103 participants receiving VR biofeedback and 99 control participants (either 2D biofeedback or waiting list controls). We found that VR biofeedback significantly lowers self-reported anxiety (g = -0.28) and HR (g = -0.45), but not HRV. Furthermore, there were no significant differences in outcomes between VR biofeedback and 2D biofeedback but a significant reduction in HR in the VR biofeedback group compared with the waiting list (g = -0.52).CONCLUSION: While the first findings are optimistic, more controlled studies with a wider variety of samples are needed to bring this field forward. Particularly, children and adolescents may profit from the combination of gamification elements, VR, and biofeedback.
AB - BACKGROUND: Virtual reality (VR)-based biofeedback is a relatively new intervention and is increasingly being used for the treatment of anxiety disorders. This is the first research synthesis regarding effects and efficacy of this novel mode of treatment.METHOD: We conducted a systematic review and meta-analysis of the VR biofeedback literature on treating anxiety symptoms. The MEDLINE/PubMed, Scopus and Web of Science databases were searched for eligible pre-post comparisons and randomized controlled trials (RCTs). We used self-reported anxiety, heart rate (HR), and heart rate variability (HRV) as primary outcome measures.RESULTS: A total of 7 studies with 191 participants reported VR biofeedback interventions. Of these studies 5 were RCTs, with 103 participants receiving VR biofeedback and 99 control participants (either 2D biofeedback or waiting list controls). We found that VR biofeedback significantly lowers self-reported anxiety (g = -0.28) and HR (g = -0.45), but not HRV. Furthermore, there were no significant differences in outcomes between VR biofeedback and 2D biofeedback but a significant reduction in HR in the VR biofeedback group compared with the waiting list (g = -0.52).CONCLUSION: While the first findings are optimistic, more controlled studies with a wider variety of samples are needed to bring this field forward. Particularly, children and adolescents may profit from the combination of gamification elements, VR, and biofeedback.
KW - Adolescent
KW - Anxiety/therapy
KW - Anxiety Disorders
KW - Biofeedback, Psychology
KW - Child
KW - Heart Rate
KW - Humans
KW - Virtual Reality
KW - Complementary therapies
KW - Virtual environment
KW - Anxiety
KW - Heart rate variability
KW - Psychological treatment
UR - http://www.scopus.com/inward/record.url?scp=85122391034&partnerID=8YFLogxK
U2 - 10.1007/s00508-021-01991-z
DO - 10.1007/s00508-021-01991-z
M3 - Review
C2 - 34989862
SN - 0043-5325
VL - 134
SP - 49
EP - 59
JO - Wiener Klinische Wochenschrift
JF - Wiener Klinische Wochenschrift
IS - Suppl. 1
ER -