正念是一种专注于当下的自我觉察状态,强调不带批判地感受和接纳此时此刻的体验。基于正念的心理干预被广泛地应用于各种心理健康促进与干预场景,既可以帮助特定病患,也适用于普通人群。随着虚拟现实技术在数字心理健康领域的应用,正念练习被赋予了更高的技术效率;生物反馈技术的加入则进一步提高了干预过程的交互性。然而,现有的基于VR的正念干预研究仍然存在一定的局限性。大多数研究的虚拟场景内容较为匮乏,对生物反馈数据的利用方式存在交互设计不足、与干预内容关联较弱等问题,总体上对游戏化技术设计的探索较少。此外,许多研究缺少对照实验过程,对系统效用和设计内容的验证分析不足。本研究基于正念理论和游戏化方法,结合多通道生物反馈机制,设计了一款虚拟现实正念功能游戏,在样本人群中开展了行为实验。研究内容主要包括:第一,选取四种典型的正念练习方法,结合游戏设计理论,构建出一套完整的正念功能游戏内容框架并开发实现;第二,将传感器设备接入游戏工程,实现了多通道生物数据的实时采集、处理和反馈;第三,根据生物数据特性和正念练习内容,基于严肃游戏理论设计并开发了游戏全局和各关卡的交互策略;第四,开展随机对照实验,对游戏的效用和设计内容进行了详细的验证、分析和讨论。通过分析实验数据得出结论:(1)游戏中各项交互机制能够有效运行,系统具有较好的易用性;(2)在效用方面,游戏能够显著提升正念水平(t=3.941,p<0.001)、改善负面情绪(t=-4.577,p<0.001)、降低主观焦虑(t=-6.041,p<0.001)和抑郁(t=-5.142,p<0.001),与传统练习方法相比无显著差异;(3)生物反馈机制的加入显著提升了游戏的正念促进效果(p<0.05);(4)以游戏方式进行的呼吸训练和正念伸展显著增加了用户兴趣(p<0.05)并降低了分心程度(p<0.001)。研究的创新点主要体现在以下三个方面:(1)从理论出发对正念练习进行游戏化设计,构建了包含丰富的玩法、叙事和美术内容的正念功能游戏;(2)实现了生物数据的实时采集、处理和反馈方法,基于正念理论设计了相应的交互策略并验证有效;(3)开展随机对照实验,证明了游戏在改善正念水平和情绪等方面的效用,对比探讨了游戏化设计和生物反馈机制对干预体验的影响,从沉浸感、易用性、干预体验等角度对游戏设计内容进行了评价与分析,提出了未来的改进方向。
Mindfulness refers to a state of awareness that emerges while focusing on the present moment. It highlights the non-judgmental observation and acceptance of the unfolding experience moment by moment. As a method of psychological intervention, mindfulness is widely applied both for the complementary treatment of specific patients and for the positive change of the general population. The emergence of Virtual Reality (VR) has opened up novel prospects and advancements for conventional mindfulness practice. The application of biofeedback technology further enriched the interaction strategies and design elements for VR-based interventions. However, current studies in VR-based mindful practice still have several limitations. Most studies have inadequate narrative and aesthetic designs for virtual environments and lack interaction strategies with solid theoretical foundations in the way of using biofeedback data. Explorations in terms of gamification are few. Many of the studies also lack a controlled experimental process and thus cannot provide valid proof of the effectiveness and design quality of VR-based interventions. In this study, a VR-based mindfulness serious game with multi-channel biofeedback is designed based on mindfulness definition and gamification methods. A randomized controlled behavioral experiment was conducted among representative sample users. The main content of this study is listed as follows: First, four typical mindfulness exercises were selected and gamified to build the game’s basic framework. Second, sensor devices were integrated into the game project, enabling the real-time acquisition, processing, and feedback of multi-channel biodata. Third, based on the characteristics of biodata and the contents of mindfulness practice, various interactive strategies were designed and implemented in the game. Fourth, a randomized controlled experiment was conducted to evaluate, analyze and discuss the effectiveness and quality of the game.The analysis of the experimental data led to the following conclusions: (1) The interaction mechanisms in the game worked effectively, and the system demonstrated good acceptance and usability. (2) The game significantly increased the mindfulness level (t=3.941, p<0.001) and reduced negative emotions (t=-4.577, p<0.001), anxiety (t=-6.041, p<0.001), and depression (t=-5.142, p<0.001). No significant differences were found compared with traditional practice. (3) The integration of biofeedback mechanisms enhanced the improvement of mindfulness level (p<0.05). The breath training and mindfulness stretch level yielded effective results, with significantly increased user interest (p<0.05) and reduced distraction (p<0.001).The innovations of this study can be concluded to three aspects: (1) the successful gamification of mindfulness exercises through a theoretical perspective with rich gameplay, narrative, and art design; (2) the implementation of a real-time data collection, processing, and feedback method and the design of multiple biofeedback interaction strategies; (3) the evaluation, analysis, and discussion of game design based on a randomized controlled experiment, including the effectiveness to promote mindfulness and emotional state, the function of biofeedback mechanisms, and the design quality in terms of immersion, utility and user experience, with several considerations and suggestions for future design being proposed.