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Antonio De Fazio
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Behaviour Research and Therapy 142 (2021) 103877

Contents lists available at ScienceDirect

Behaviour Research and Therapy


journal homepage: www.elsevier.com/locate/brat

Physiological and self-reported arousal in virtual reality versus face-to-face


emotional activation and cognitive restructuring in university students:
A crossover experimental study using wearable monitoring
Felix Bolinski a, b, *, Anne Etzelmüller a, b, c, Nele A.J. De Witte d, Cecile van Beurden a,
Glen Debard e, Bert Bonroy e, Pim Cuijpers a, b, Heleen Riper a, b, Annet Kleiboer a, b
a
Vrije Universiteit Amsterdam, Department of Clinical, Neuro- & Developmental Psychology, Section of Clinical Psychology, Amsterdam, the Netherlands
b
Amsterdam Public Health Research Institute, Faculty of Behavioral and Movement Sciences, Vrije Universiteit Amsterdam, the Netherlands
c
GET.ON Institute/HelloBetter, Hamburg, Germany
d
Expertise Unit Psychology, Technology & Society, Thomas More University of Applied Sciences, Antwerp, Belgium
e
Mobilab & Care, Thomas More University of Applied Sciences, Geel, Belgium

A R T I C L E I N F O A B S T R A C T

Keywords: Background: Arousal may be important for learning to restructure ones’ negative cognitions, a core technique in
Cognitive restructuring depression treatment. In virtual reality (VR), situations may be experienced more vividly than, e.g., in an
Emotional activation imaginative approach, potentially aiding the emotional activation of negative cognitions. However, it is unclear
Virtual reality
whether such activation and subsequent cognitive restructuring in VR elicits more physiological, e.g. changes in
University students
Wearable monitoring
skin conductance (SC), heart rate (HR), and self-reported arousal.
Cognitive behavioural therapy Method: In a cross-over experiment, 41 healthy students experienced two sets, one in VR, one face-to-face (F2F),
of three situations aimed at activating negative cognitions. Order of the sets and mode of delivery were rand­
omised. A wristband wearable monitored SC and HR; self-reported arousal was registered verbally.
Results: Repeated measures analyses of variance revealed significantly more SC peaks per minute, F (1, 40) =
13.89, p = .001, higher mean SC, F (1,40) = 7.47, p = .001, and higher mean HR, F (1, 40) = 75.84, p < .001 in
VR compared to F2F. No differences emerged on the paired-samples t-test for self-reported arousal, t (40) =
− 1.35, p = .18.
Discussion: To the best of our knowledge, this is the first study indicating that emotional activation and subse­
quent cognitive restructuring in VR can lead to significantly more physiological arousal compared to an imag­
inative approach. These findings need to be replicated before they can be extended to patient populations.

1. Introduction disorders, with a meta-analysis on 30 randomised controlled trials


(RCTs) indicating moderate to large effect sizes for VRET compared to
Virtual reality (VR) can be broadly defined as the “real-time pre­ waitlist (g = 0.90) and placebo conditions (g = 0.78), and no significant
sentation of a computer-generated environment to a human user” difference compared to in vivo procedures (g = − 0.07; Carl et al., 2019).
(Krohn et al., 2020). Its use in psychological research and clinical VRET has also been applied to the treatment of psychosis and pain,
practice has increased considerably in the past two decades, while costs where it has shown promising results (Georgescu, Fodor, Dobrean, &
for hardware have continuously decreased (Krohn et al., 2020; Rizzo & Cristea, 2020; Pot-Kolder et al., 2018).
Koenig, 2017). To date, most psychotherapeutic applications have Yet, few attempts have been made to translate VR components to the
focused on translating fear-inducing stimuli into a virtual environment context of depression treatment (Lindner, Hamilton, Miloff, & Carlbring,
for treating anxiety disorders (North, North, & Coble, 1998; Opris et al., 2019; Prudenzi et al., 2019). With more than 264 million sufferers
2012). Such virtual reality exposure therapy (VRET) has acquired a worldwide (James et al., 2018), limited treatment effects (Cuijpers,
growing evidence base for the treatment of anxiety and related Karyotaki, Reijnders, & Ebert, 2019), and recurrence rates between

* Corresponding author. Vrije Universiteit Amsterdam, Faculty of Behavioural and Movement Sciences, Van der Boechorststraat 7, 1081 BT Amsterdam, the
Netherlands.
E-mail address: f.bolinski@vu.nl (F. Bolinski).

https://doi.org/10.1016/j.brat.2021.103877
Received 11 December 2020; Received in revised form 16 April 2021; Accepted 26 April 2021
Available online 11 May 2021
0005-7967/© 2021 The Author(s). Published by Elsevier Ltd. This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/).
F. Bolinski et al. Behaviour Research and Therapy 142 (2021) 103877

30-50% following psycho- or pharmacotherapy (Gueorguieva, Chek­ (2016) indicated a significant increase in arousal during a virtual height
roud, & Krystal, 2017; Wojnarowski, Firth, Finegan, & Delgadillo, simulation. For VR to have clinical relevance and overcome the
2019), new therapeutic approaches for depression are needed. above-mentioned drawbacks of imaginative approaches, the resulting
According to Beck’s cognitive theory of depression, negatively col­ arousal should reach intensities or even surpass those of current tech­
oured cognitive structures, called schemas (e.g. “I am worthless”), lead niques. Pre-clinical evidence, e.g. through experiments, testing this
to biased information processing and ultimately negatively influence assumption is needed before moving to patient populations.
individuals’ emotions and behaviours (Beck & Haigh, 2014; Beck, Rush, Generally, arousal can be assessed along a spectrum of subjective to
Shaw, & Emery, 1979). For instance, patients might overgeneralise objective measures. Firstly, based on self-report (Benjamin et al., 2010),
(American Psychological Association, 2018; Thew, Gregory, Roberts, & secondly, by using observer ratings (e.g. Client Expressed Emotional
Rimes, 2017), exemplified by the dysfunctional thought that a single Arousal Scale III-Revisited, CEAS; Carryer & Greenberg, 2010), and
failed exam means complete academic inadequacy, in turn leading to thirdly, through monitoring of physiological markers, among which
feelings of worthlessness and avoidance of similar situations in the changes in skin conductance (SC) and heart rate (HR) are commonly
future (Mellick et al., 2019). Research has confirmed that such negative used (Boucsein, Haarmann, & Schaefer, 2007). These variables reflect
thoughts are involved in the development and maintenance of depres­ arousal as a response to stressful events or stimuli: the deactivation of
sive mood (Lorenzo-Luaces, German, & DeRubeis, 2015; Scher, Ingram, the parasympathetic nervous system (PNS) and activation of the sym­
& Segal, 2005; Wenze, Gunthert, & Forand, 2010). Within cognitive pathetic nervous system (SNS) results in increased HR and sweat
behavioural therapy (CBT), cognitive restructuring is a core set of secretion, which leads to increased conductivity of the skin that can be
techniques to tackle these negative cognitions (Lorenzo-Luaces et al., measured through resistance to low-intensity electric current (Kyriakou
2015). Clark (2013, pp. 1–22) summarises the essential steps as identi­ et al., 2019; Wolfensberger & O’Connor, 1967). Both markers have
fying a situation that triggered a negative thought, disputing this proven to be valid and sensitive measures of emotional arousal (Chris­
cognitive pattern, and finally replacing it with more adaptive thoughts topoulos, Uy, & Yap, 2019; Malik, 1996). Importantly, research has
(e.g. “Anyone can have a bad day, I can retake the exam”). In therapy shown that self-reported and physiological measures do not necessarily
sessions, the identification, activation, and subsequent restructuring of converge on each other (Busscher, Spinhoven, & de Geus, 2020; Ciuk,
negative cognitions can be undertaken using imagination. However, Troy, & Jones, 2015). To investigate emotional arousal, it is conse­
because of its focus on complex cognitive processes, this procedure has quently paramount to include physiological markers in addition to the
been described as particularly difficult for patients (Clark, 2013, pp. subjective response. In recent years, wearable monitoring has made the
1–22). Also, Greenberg, Auszra, and Herrmann (2007) have stressed the collection of physiological data more flexible for experimental and
importance of activating negative schemas and emotions in the moment, therapeutic circumstances and more affordable (Kyriakou et al., 2019).
as well as the patient’s sense of agency in changing these structures Compared to wired and more intrusive equipment that often measures
during therapy. Relying on imagination makes it difficult to ascertain if only one specific signal, e.g. electrocardiograms (ECGs), the wristband
these requirements are met, how realistic patients’ experiences are, and wearable used in this study (E4, Empatica, 2016) can unobtrusively
how much of the therapeutic information they take home. These dis­ monitor a variety of physiological variables, such as movement, SC, and
advantages could potentially be overcome by using the immersive ca­ blood volume pulse (BVP), which allows for the calculation of HR.
pacities of VR (Lindner et al., 2019). Though the use of such devices in experimental studies is a relatively
As outlined in the review by Bruijniks, DeRubeis, Hollon, and recent phenomenon, research suggests that these provide a promising
Huibers (2019), successful psychological treatment for depression can alternative to established stationary appliances (De Witte et al., 2020;
depend on the extent to which patients remember and learn therapeutic Debard et al., 2020; Konstantinou et al., 2020; Menghini et al., 2019;
skills, such as cognitive restructuring, which they can use on their own, Ollander, Godin, Campagne, & Charbonnier, 2016).
as homework assignments and following the conclusion of therapy
(Kuyken, Padesky, & Dudley, 2009). Research has long shown that 2. Aim
emotional arousal is crucial to learning, or encoding of information into
memory (McGaugh, 2018; Sharot & Phelps, 2004). For instance, Cahill In this crossover experimental study, we investigated whether
and McGaugh (1995) conducted an experiment in which participants emotional activation of negative cognitions and subsequent restructur­
were read to either a neutral or an emotionally arousing short story, ing held in VR results in increased arousal compared to an imaginative
accompanied by 12 slides. Two weeks later, participants in the arousal approach that can be used in face-to-face (F2F) therapy. Applying
condition outperformed the control group by more than two slides wearable technology, we monitored physiological arousal (i.e. SC and
correctly recalled (p < .01). This finding has since been replicated in HR), while self-reported arousal was registered verbally. We used a
similar studies (Osugi & Ohira, 2018). Specific mechanisms in the brain, virtual lunchroom called Lunchroom Zondag (English: Lunchroom
particularly the involvement of the amygdala, and increases in stress Sunday), in which users experienced several situations that were
hormones (e.g. norepinephrine), have been identified as accounting for designed to elicit negative automatic thoughts, such as being laughed at
the creation of long-lasting memories where emotional arousal is pre­ by other guests. Next, users were asked to generate alternative thoughts.
sent (Anderson, Yamaguchi, Grabski, & Lacka, 2006; McGaugh, 2018). These situations were also translated into a F2F protocol that served as a
Similarly, emotional arousal during therapy is thought to signify access control condition. Therein, participants were asked to envision situa­
to the underlying negative cognitive schemas and is, therefore, a pre­ tions that are associated with negative automatic thoughts before
dictor of beneficial treatment outcomes (Carryer & Greenberg, 2010; generating alternative thoughts. Since this is, to the best of our knowl­
Greenberg et al., 2007). edge, the first study of its kind, we collected data from a non-clinical
The rationale for using VR for emotionally activating and subse­ sample of university students (henceforth referred to as students).
quently restructuring negative cognitive constructs lies thus in its power
to create vivid and immersive experiences, which are expected to result 3. Methods
in the emotional arousal required for learning and eventually thera­
peutic change. Moreover, VR offers the possibility of adjusting stimuli to 3.1. Sampling procedure
create optimal levels of arousal, one of the key qualities of current VRET
interventions (Pot-Kolder et al., 2018). In the latter, this effect on Participants were recruited among students in psychology and
arousal has already been demonstrated (Counotte et al., 2017; Salkevi­ educational studies at the Vrije Universiteit (VU) Amsterdam using the
cius, Damaaevjius, Maskeljknas, & Laukien, 2019). For instance, phobic university’s online research participation portal. Therein, students could
patients in a study by Diemer, Lohkamp, Mühlberger, and Zwanzger read information about the study along with inclusion and exclusion

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F. Bolinski et al. Behaviour Research and Therapy 142 (2021) 103877

criteria and sign up for a specific time slot. The experiment took place in stimuli could be presented either in VR or in F2F). Questionnaires were
a research laboratory at the university. Participants could choose be­ administered on a computer in the lab at pre-test, between the two
tween course credits or a gift voucher (15€) as a reward. In total, the modalities, and at post-test. The pre-test and intermediate assessments
experiment took around 45 min per participant (15 min completion of were concluded by a short relaxation video of 01:30 (minutes:seconds)
questionnaires and 15 min each for the VR and F2F session). Approval intended to reduce pre-test and carryover physiological stress responses.
for this study was granted by the scientific and ethical committee of the During the experiment, SC, BVP, and movement were recorded using the
faculty of behavioural and movement sciences at the VU (VCWE-2019- Empatica E4 wristband wearable (Empatica, 2016). The experiment was
159). recorded on video to match physiological data with the different com­
ponents of the experiment and to log self-reported arousal. Fig. 1 shows
3.2. Inclusion and exclusion criteria a flowchart of the design.

We collected data from a non-clinical sample since the VR applica­ 3.4. Measures
tion had not been tested before in a patient population and the research
question did not pertain to clinical effects. We therefore did not want to 3.4.1. Primary outcome variables
risk any unnecessary distress in vulnerable individuals. Inclusion and Physiological arousal. We assessed recommended parameters of
exclusion criteria were assessed through self-report. Students between physiological arousal, namely the number of SC peaks per minute, the
16 and 35 years were eligible for participation in the experiment. They mean SC, and the mean HR over the individual experimental compo­
were excluded if they a) had received psychotherapy during the past nents (Boucsein et al., 2012). The respective data was gathered using the
year, so no recent experience with cognitive restructuring was present; wristband wearable Empatica E4 (Empatica, 2016). Research has shown
b) scored ≥15 on the depression subscale of the Hospital Anxiety and that monitoring cardiac data this way correlates highly (r > 0.80) with
Depression Scale (HADS; Zigmond & Snaith, 1983) or c) suffered from more complex stationary equipment, such as electrocardiograms (ECG),
epilepsy, as the use of light-emitting sources (e.g. computer, VR system) and that satisfactory estimations of mean HR can be acquired, even
might cause seizures in photosensitive epileptic individuals (Kaste­ when the subject is moving (Konstantinou et al., 2020; Menghini et al.,
leijn-Nolst Trenite et al., 2002). Finally, participants had to provide 2019; Ollander et al., 2016). The wearable monitoring of SC on the
written informed consent and be able to speak and understand Dutch. wrist, however, shows less convergence with laboratory-based in­
struments that measure conductivity on the fingers, potentially due to
3.3. Design fewer sweat glands on the wrist, differences in skin temperature between
the locations, and the generally lower sampling frequency of the wear­
We used a 2 (sequence) by 2 (stimulus set) factorial design. Sequence able device (Konstantinou et al., 2020; Menghini et al., 2019). However,
levels were: first the VR, followed by the F2F component vs. the other other studies suggest that despite this lack of convergence, wearable
way around. The stimulus set levels were: three situations contained in monitoring of SC on the wrist results in better detection of stress re­
set A in the first part of the experiment, followed by three different sponses compared to stationary equipment (Ollander et al., 2016).
situations of set B in the second part vs. the other way around. Table 1 Self-reported arousal. This was registered verbally at specific
contains a description of all situations. The comparison with an active points during the experimental procedure by asking participants “How
imaginative F2F component was chosen to obtain an uninflated estimate strong is this feeling on a scale from 0-10, with 10 being very strong?”
of the effect of VR. Participants were randomly allocated (1:1:1:1) to the (see questions 5 and 2 in Table 2 and Table 3 respectively). If partici­
four resulting conditions to counter potential spillover effects (e.g. pants gave more than one answer, the first response given was recorded.
participants receiving set A in VR might repeat responses in F2F). An These responses were part of the cognitive restructuring protocol and
independent researcher used the blockrand package in Rstudio (Snow, have therefore no established psychometric properties. However,
2013) to generate a blocked randomisation sequence, which was research on stress shows that for instance globally assessed subjective
implemented using envelopes sealed by the same researcher. Students units of distress are a valid measure of distress (Tanner, 2012).
were informed beforehand about their equal chance of beginning the
experiment with either a VR or a F2F procedure. They were, however, 3.5. Secondary variables
blind to the content of the stimulus sets (i.e. to the fact that the same
Emotions. Emotions were measured using the Positive and Negative
Table 1 Affect Schedule (PANAS; Watson, Clark, & Tellegen, 1988). Participants
Description of situations per stimulus set. are asked to indicate the intensity with which they feel 20 emotions at
the very moment on a 5-point Likert scale (1 = very slightly/not at all; 5
Set A Description
= extremely). 10 items each comprise the subscales for negative (e.g.
Situation 1 A student is sitting behind his laptop. He is struggling with his thesis,
hostile) and positive (e.g. excited) emotions. Internal consistency of the
thinking “If I cannot get something unto paper today, I can forget about
my career.” PANAS has proven to be satisfactory, with Cronbach’s α= 0.83 and 0.79
Situation 2 In the role of waiter/waitress, the participant is approaching two girls for the positive and negative subscales respectively (Peeters, Ponds, &
sitting at a table. They want to order something and laugh, seemingly Vermeeren, 1996). The developers reported good construct validity
at the participant. (Watson et al., 1988).
Situation 3 In the role of waiter/waitress, the participant is approaching a man
Depression and anxiety. Symptoms of depression and anxiety were
sitting at a table. He asks “For how long have you been working here?”
assessed using the HADS (Zigmond & Snaith, 1983), which consists of 14
Set B Description
items, seven each related to symptoms of depression (e.g. “I have lost
Situation 1 Three men are sitting at a table. One of them is thinking “What I have interest in my appearance”) and anxiety (e.g. “I get sudden feelings of
to say does not matter. The other two should have met alone. I am not panic.“). Each item is rated on a 4-point Likert scale with higher scores
worthy of this friendship.”
Situation 2 The participant is touching a jar with cutlery. The jar falls to the
referring to more severe symptoms. Bjelland, Dahl, Haug, and Neck­
ground, making lots of noise and scattering cutlery all over the floor. elmann (2002) have reported good psychometric properties with
Situation 3 In the role of waiter/waitress, the participant is approaching a Cronbach’s α = 0.82 and 0.83 for the depression and anxiety subscales
colleague standing at the bar. He responds roughly: “Not now!“. respectively. Stern (2014) suggests cut-off scores of larger than 14 out of
Note. All situations take place in the lunchroom. Participants either experience a 21 for severe manifestations of depression and anxiety on the respective
person’s thoughts or are put in a situation that should trigger thoughts in subscales.
themselves. Other. Other questionnaires were administered but not used for

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F. Bolinski et al. Behaviour Research and Therapy 142 (2021) 103877

Fig. 1. Flowchart and study design. (For interpretation of the references to colour in this figure legend, the reader is referred to the Web version of this article.)

analyses (descriptives in Appendix A). These were the Igroup Presence 3.6. Technical equipment
Questionnaire (IPQ; Schubert, Friedmann, & Regenbrecht, 2001), the
Dysfunctional Attitude Scale-A (DAS-A; de Graaf, Roelofs, & Huibers, The HTC Vive is a commercially available VR system. It consists of a
2009; Weissman & Beck, 1978), the Simulator Sickness Questionnaire head-mounted display (HMD) with 1080 × 1200 pixels per eye per­
(SSQ; Kennedy, Lane, Berbaum, & Lilienthal, 1993), and the System forming at a 90 Hz refresh rate (HTC & Valve Corporation, 2016). The
Usability Scale (SUS; Brooke, 1996; Mol et al., 2020). HMD allows for a 360-degree field of vision created by two base stations.
These use optical tracking by emitting light that is received by the HMD
and an appendant handheld controller. The latter steers movement and
confirmation of actions in the virtual environment. The setup was

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F. Bolinski et al. Behaviour Research and Therapy 142 (2021) 103877

Table 2 Table 3
Example of a protocol sheet for VR procedure (situation 1 from set B). Example of a protocol sheet for F2F procedure (situation 2 from set A).
Introduction (read out loud): Next, I will turn on the VR application. In the VR Introduction (read out loud): Next, I will read out a situation to you. I am asking you
environment you will be a waiter/waitress [again]. Before you enter the lunchroom, to really immerse yourself into that situation. You are working as a waiter/waitress in
you will receive a tutorial, explaining how things work in the VR environment. You a lunchroom. It is a nice, open, and light café. Different people are sitting in this café.
will see different people in the lunchroom and I will tell you where you should go
Situation (read out loud): Two girls are sitting at a table, they have not ordered yet.
next. In between, I will ask you some questions [again]. These questions relate to
Their cell phones are on the table. You approach them. One girl asks “Can we order
feelings and thoughts. Also, I will take notes, so please wait before you go on. It is
something?“. She sounds a bit giddy. Both girls look at you and start laughing.
pretty much self-explanatory. If you have any questions, do not hesitate to ask them
at any time. Feelings of the participant Rating
Situation (read out loud): First, you will see three men sitting at a table. Could you 1. How do you feel?
go there? You can activate them with the yellow button. Potential follow-up questions:
- Which emotions do you experience in this situation?
Feelings of VR person Rating
- Do you feel good or bad?
1. How do you think the man feels? 2. How strong is this feeling on a scale from 0-10, with 10 being very
Potential follow-up questions: strong?
- Which emotions do you think he is experiencing in this situation?
Thoughts and credibility Rating
- So, you (emphasise you) would feel “[…]”?
- Do you think he feels good or bad? 3. What do you think in this situation?
2. How strong do you think he is experiencing this feeling on a scale from 0- Potential follow-up question:
10, with 10 being very strong? - What went through your head?
4. How credible do you find this thought “[…]” on a scale from 0-10?
Credibility Rating
Formulation of alternative thoughts Rating
3. How credible would you rate this thought “[…]” on a scale from 0-10?
Potential follow-up question: 5. What else could you think in this situation, instead of “[…]”?
- Do you find this situation realistic? 6. Now that you formulated this alternative thought, what do you feel in
this situation?
Feelings of participant Rating
Potential follow-up question:
4. How would you feel in this situation? - What emotion would you have?
Potential follow-up question: - Would you feel good or bad?
- What emotions would you feel in this situation? 7. How strong is this feeling on a scale from 0-10?
- Would you feel good or bad? Conclusion: Thank you, we can continue with the next situation.
5. How strong is this feeling on a scale from 0-10, with 10 being very
strong? Note. Questions on the protocol sheets can differ slightly, based on whether the
situation involves a direct interaction, or experiencing another person’s
Formulation of alternative thoughts Rating thoughts (see also Table 2).
6. What else could you think in this situation, instead of “[…]”?
7. Now that you formulated this alternative thought, what do you feel in
It was developed in an iterative way with end-users (healthy people,
this situation?
Potential follow-up question: patients, and therapists) involved throughout the development process.
- What emotion would you have? The end product with rather simple human figures (see Fig. 2 for a
- Would you feel good or bad? screenshot) is the result of this iterative process. More high-end graphics
8. How strong is this feeling on a scale from 0-10? (e.g. detailed facial expressions of individuals in the virtual environ­
Conclusion: Thank you, we can continue with the next situation.
ment) created expectations of perfection and therefore caused distrac­
Note. Questions on the protocol sheets can differ slightly, based on whether the tion in some users. Before conducting this experiment, the intervention
situation involves a direct interaction, or experiencing another person’s was tested for acceptability and safety in a pilot study among 17 people
thoughts (see also Table 3). from the general population.
Lunchroom Zondag consists of three components: the virtual
connected to a desktop computer and display operated by the experi­ lunchroom, a virtual tutorial, and an interface displayed on a secondary
menter. The Steam VR platform (Valve Corporation, 2020) served as the screen. Using this interface, the experimenter (or therapist) can start and
connection between hardware input and the intervention software terminate the application, select the stimuli to be displayed in the virtual
(IJsfontein, 2019). Sound was played through two external speakers environment, and monitor what the participant sees, as the output is
directed towards the HMD. displayed in the interface. The tutorial is set in a town square just outside
Physiological data were gathered using the Empatica E4 (Empatica, the lunchroom, which allows the user to walk around more freely,
2016), a research-grade wristband wearable. Its two silver-plated elec­ thereby learning how to move around. The participant is guided through
trodes measure electrodermal activity (i.e. SC) at the inner wrist at a 4 the functions of the program and learns how to activate individuals. In
Hz sampling rate; HR was determined using a photoplethysmography the virtual lunchroom, participants take on the role of a waiter/waitress.
(PPG) sensor, which measures the BVP using green and red LEDs emit­ Using the controller, they can activate three different situations in which
ting light that is reflected as a function of blood oxygenation. The more they either directly interact with the virtual environment (e.g. acci­
the blood is oxygenated, the more light is absorbed. During a heartbeat, dently dropping spoons on the floor, being laughed at by other guests),
less light is therefore reflected. The BVP signal is measured at a sampling or hear the thoughts of individuals in the situation (e.g. a student
frequency of 64 Hz. From this BVP signal, HR was calculated. Movement struggling with finishing his thesis). The locations of these situations are
was recorded through the built-in three-axis accelerometer to allow for indicated by a yellow circle. After activation, the conclusion of every
the filtering of artefacts. Each session was videotaped using a handheld situation is confirmed by the experimenter using the dashboard,
camera stationed on a tripod. allowing the participant to continue with the next situation. A descrip­
tion of all situations per stimulus set is given in Table 1. For the F2F
3.7. Application: Lunchroom Zondag intervention, the VR component was typed out.

The VR application Lunchroom Zondag was developed by a con­ 3.8. General study procedure
sortium of game developers, mental health treatment centres, and uni­
versities (https://www.e-mence.org/en). The aim was to create an Potential participants were greeted by the experimenter in the lab
innovative VR application for the prevention or treatment of depression. and were given an information sheet, accompanied by a short verbal

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F. Bolinski et al. Behaviour Research and Therapy 142 (2021) 103877

Fig. 2. Screenshots of VR application “Lunchroom Zondag”.

explanation of the general aim of the experiment and the fact that the 3.9. Experimental procedures
session would be recorded on video to match physiological data with the
experimental procedures. After written informed consent was given in All experimental sessions were conducted by the same experimenter
the lab, the video recording was started, the wearable placed on the (CVB, master student clinical psychology). Both the VR and F2F com­
wrist of the participant’s non-dominant hand (Empatica Support, 2019), ponents were conducted according to pre-defined protocols, in line with
and activated. Next, the pre-test questionnaire was administered and the steps described in Clark (2013, pp. 1–22): Participants experienced
concluded by the relaxation video. This baseline assessment was also the situation (emotional activation), either in the virtual environment or
implemented as a settling-in period for physiological measurement (De by imagining it in the F2F component guided by the experimenter, and
Witte et al., 2020). Students answering in fulfilment of one of the were asked about their feelings, thoughts, the credibility of these, and
exclusion criteria received an on-screen prompt informing them that alternative thoughts. Detailed examples of the protocols are provided in
participation was not possible. They received minimal compensation (5€ Table 2 (VR) and Table 3 (F2F).
or equivalent credits) and in case of increased depression scores were
referred to their general practitioner. Eligible participants were 3.9.1. VR procedure
randomly allocated to one of the four conditions. The PANAS was After mounting and adjusting the VR headset, the participant
administered again during intermediate and post-test assessments (see received the controller and the tutorial was started. Subsequently, the
Fig. 1). experimenter closed the tutorial and activated the stimuli belonging to
the randomised condition (i.e. set A vs. set B), thereby changing the
virtual environment from tutorial to the lunchroom setting. Within the

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F. Bolinski et al. Behaviour Research and Therapy 142 (2021) 103877

virtual environment, the experimenter told the participant which stim­ F2F component. Statistically significant main effects were followed up
ulus to activate. By activating the stimulus, the participant experienced by three simple contrasts with Bonferroni correction (p = .017),
the situation in the virtual environment. Next, the experimenter asked comparing 1) the VR vs the F2F component, 2) the VR tutorial vs the VR
about the participant’s feelings regarding the situation, their thoughts, component, and 3) the VR tutorial vs the F2F component. The first
the credibility of these, and alternative cognitions, before progressing to contrast reflected the primary research question. The second and third
the next situation. The participant remained in the virtual environment contrast was conducted to investigate the unique effect of the emotional
throughout the entire experimental procedure (i.e. until after generating activation and cognitive restructuring in VR, as opposed to the arousal
alternative thoughts for the third VR situation, after which the session that potentially resulted from the mere excitement of using VR. Stu­
was concluded). There was no further interaction with the virtual dentised residuals of each level of the within-subjects factor were
environment. All procedures in the VR component were carried out investigated and values > 3 SD or < -3 SD were considered outliers
while the participant was standing. (Osborne, 2017, p. 63). Sensitivity analyses were run without these
outliers. Approximately normally distributed data, investigated through
3.9.2. F2F procedure Q-Q plots, was considered appropriate and violations of sphericity were
In the F2F session, participants sat down opposite the experimenter. countered by reporting Greenhouse-Geisser corrected results. A
The latter then explained the procedure again and followed the protocol paired-samples t-test was conducted to investigate the difference in
by reading out loud the first scenario according to the randomisation means between self-reported arousal in the VR and F2F component.
sequence (i.e. set A vs. set B). Before the scenario was read out, partic­ Outliers were identified through boxplots, with difference scores beyond
ipants were asked to imagine it vividly and subsequently were asked 1.5 box lengths from the edge of the box removed in a sensitivity
about their feelings regarding the situation, their thoughts and the analysis.
credibility of these, and to generate alternative cognitions. The experi­
menter then continued with the next situation. 3.11.2. Other exploratory analyses
Associations between the physiological and the self-reported arousal
3.10. Data preparation in the experimental components were investigated using Pearson’s
correlations. Moreover, the main analyses on measures of physiological
Two researchers independently added timestamps to the video re­ and self-reported arousal were repeated as two-way mixed ANOVAs
cordings, marking 1) the start of the wearable recordings; 2) the with sequence (i.e. first VR vs. first F2F) entered as the between-subjects
beginning and end of the tutorial, and; 3) the beginning and end of the factor to investigate its potential interaction with the outcome. Statis­
six stimuli (i.e. three situations experienced in VR and three imaginative tically significant interactions were followed by testing simple effects of
situations in F2F). Interrater discrepancies larger than 3 s were resolved sequence per level of the between-subjects factor through one-way
by a joint re-evaluation of the recordings. The time stamps were then ANOVAs. To test whether there was a differential change in emotions
used to extract the sequences from the recorded physiological arousal, between the conditions, another set of two-way mixed ANOVAs was
more specifically 1) the pre-test assessment as a measure of baseline conducted on the three assessments of the two PANAS subscales. Time
arousal, 2) the VR tutorial, 3) the VR component of the experiment, 4) was entered as the within-subjects factor and sequence (i.e. first VR vs.
the mid-assessment, and 5) the F2F component of the experiment, with first F2F) as the between-subjects factor. Statistically significant in­
order depending on randomisation sequence. teractions were again followed by testing simple main effects of
The number of SC peaks per minute, mean SC, and mean HR were sequence through ANOVAs.
calculated after the completion of the experiment by a research team
(NDW, BB, GD) independent from those executing the study. The pre- 4. Results
processing of the data was executed as described by Debard et al.
(2020). First, the SC was filtered using a band-pass filter to remove ar­ 4.1. Participants, pre-test, and experimental characteristics
tefacts. Then, the number of SC peaks in the specific experimental
component was divided by the length of that component. Before The procedure was piloted with two individuals. Forty-two students
calculating the mean SC, a median filter was used to remove outliers subsequently signed up for participation. One participant was excluded
caused by artefacts in the signal. Before calculating its mean, HR was at pre-test (received psychotherapy in the previous year). The remaining
determined using the BVP-signal. First, a band-pass filter was used to 41 participants consisted of 34 female and seven male students between
remove artefacts, then a peak detection algorithm was used on this 17 and 34 years old (M = 20.59; SD = 3.07). Mean scores on the HADS
filtered signal. The time between these peaks is called the inter-beat depression and anxiety subscales were 3.19 (SD = 2.61) and 6.07 (SD =
interval (IBI). HR is the inverse of the IBI and was calculated accord­ 3.77) respectively. Though no participant exceeded the exclusion cut-off
ingly. Moreover, self-reported arousal was retrieved from the recordings on the HADS depression subscale (≥15), ten reached the cut-off score of
and transformed to mean scores (i.e. one mean score was calculated for eight for mild clinical manifestations of anxiety only (N = 9), or both
the three VR scenarios, and one mean score was calculated for the three anxiety and depression (N = 1). The average duration (minutes:seconds)
F2F scenarios). for the VR tutorial was 01:55, for the VR component 08:06, and for the
F2F component 08:09.
3.11. Statistical analyses
4.2. Primary outcome: arousal
3.11.1. Main analyses
If not otherwise specified, all analyses were conducted using SPSS Differences in the physiological arousal measures per experimental
version 26, with the significance level set at α = 0.05. Means and component are presented visually in Fig. 3a–c (means and standard
standard deviations of all variables were calculated. To test whether deviations in Appendix B). Results of the RM-ANOVAs showed statisti­
there was a difference in physiological arousal between the VR and F2F cally significant differences in means between the levels of the within-
component, three one-way repeated measures analyses of variance (RM- subjects factor for the number of SC peaks per minute, F (2.96, 118.46)
ANOVAs) were conducted, one on each of the three within-subject fac­ = 17.52, p < .001, η2p = 0.31, the mean SC, F (1.6, 63.87) = 10.47, p <
tors: number of SC peaks per minute, mean SC, and mean HR. Each within- .001, η2p = 0.21, and mean HR, F (2.81, 112.21) = 32.63, p < .001, η2p =
subjects factor had five levels denoting the discrete components within 0.45.
the experiment: 1) rest state (pre-test assessment), 2) VR tutorial, 3) VR The simple contrasts revealed statistically significantly more SC
component, 4) rest state between components (mid-assessment), and 5) peaks per minute in the VR (M = 4.13, SD = 3.21) compared to the F2F

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F. Bolinski et al. Behaviour Research and Therapy 142 (2021) 103877

Fig. 3a. SC peaks per minute per experimental component with error bars indicating Bonferroni corrected 98.33% confidence intervals.

Fig. 3b. Mean SC per experimental component with error bars indicating Bonferroni corrected 98.33% confidence intervals.

component (M = 2.61, SD = 2.81), F (1, 40) = 13.89, p = .001, η2p = 0.26, (1, 40) = 0.33, p = .57, η2p = 0.01. Removal of one outlier on this variable
and in the VR component compared to the VR tutorial (M = 1.69, SD = did not change the main or contrast effects.
2.01), F (1, 40) = 53.61, p < .001, η2p = 0.57. The contrast between the For mean HR, significantly higher values where found in the VR (M =
VR tutorial and the F2F component failed to reach the Bonferroni cor­ 115.46, SD = 13.37) compared to the F2F component (M = 104.9, SD =
rected significance level, F (1, 40) = 5.11, p = .03, η2p = 0.11. Similarly, 11.28), F (1, 40) = 75.84, p < .001, η2p = 0.66. Significantly higher mean
the contrasts showed higher mean SC in the VR (M = 2.38, SD = 3.19) HR was also found in the VR tutorial (M = 117.04, SD = 18.56)
compared to the F2F component (M = 1.31, SD = 1.34), F (1,40) = 7.47, compared to the F2F component, F (1, 40) = 45.63, p < .001, η2p = 0.53.
p = .001, η2p = 0.16, and in the VR component compared to the VR The contrast between the VR tutorial and the VR component was not
tutorial (M = 1.21, SD = 1.47), F (1, 40) = 12.42, p = .001, η2p = 0.24. No significant, F (1, 40) = 1.32, p = .26, η2p = 0.03.
difference was found between the VR tutorial and the F2F component, F The results of the paired sample t-test showed no difference in mean

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F. Bolinski et al. Behaviour Research and Therapy 142 (2021) 103877

Fig. 3c. Mean HR per experimental component with error bars indicating Bonferroni corrected 98.33% confidence intervals.

self-reported arousal between the VR (M = 6.61, SD = 1.02) and F2F (M SD = 1.92).


= 6.87, SD = 1.03) component, t (40) = − 1.353, p = .18. Removal of two
outliers did not change the results (p = .12). 5. Discussion

The vivid experience created by VR may have the potential to


4.3. Other results
emotionally activate negative cognitions and help patients learn com­
plex techniques in depression treatment, such as restructuring one’s
Correlations revealed no statistically significant association between
thought processes. Arousal may play a crucial role in this process
physiological and self-reported measures of arousal (r’s = − 0.05 - 0.29;
(Bruijniks et al., 2019; Kuyken et al., 2009; McGaugh, 2018). In the
all p > .07). The two-way mixed ANOVAs revealed a significant inter­
current crossover experimental study in a non-clinical sample of 41
action between sequence (VR first vs. F2F first) and the within-subjects
students, we investigated whether an emotional activation and cognitive
factor for the number of SC peaks per minute, F (2.93, 114.07) = 5.29, p =
restructuring session held in VR elicited more physiological and sub­
.002, η2p = 0.12, and mean HR, F (2.62, 102.29) = 4.44, p = .01, η2p =
jective arousal as compared to a F2F session.
0.10. Analysis of the simple main effects revealed that participants who
started the experiment with the F2F component had a higher number of
SC peaks per minute (M = 3.68, SD = 2.98) in the F2F component 5.1. Main outcomes
compared to those who started with VR (M = 1.48, SD = 2.16), F (1, 39)
= 7.24, p = .01, η2p = 0.16. Those who started with the F2F component Results on all three physiological measures, number of SC peaks per
also had a higher mean HR (M = 109.84, SD = 8.7) in the mid-assessment minute, mean SC, and mean HR, indicated statistically significantly
compared to those who started with VR (M = 97.21, SD = 13.42), F (1, higher arousal in the VR compared to the F2F component. To the best of
39) = 12.91, p = .001, η2p = 0.25. our knowledge, this is the first study providing proof of principle that
A significant interaction was also found between sequence and self- using VR for emotional activation and cognitive restructuring for
reported arousal, F (1, 39) = 5.31, p = .03, η2p = 0.12. Arousal reported depression results in comparatively more physiological arousal than an
during the VR component was higher in participants who started with imaginative procedure. Moreover, our findings also showed significantly
the F2F component (M = 7.12, SD = 0.19) compared to those who more SC peaks per minute and higher mean SC in the VR emotional acti­
started with VR (M = 6.08, SD = 0.2). vation and cognitive restructuring session than in the VR tutorial. This
The main effect of time on the three assessments of the positive suggests that the therapeutic component had an effect on arousal
emotions subscale of the PANAS was not significant, F (2, 78) = 2.37, p beyond the mere use of a VR application, which some students might
= .10, η2p = 0.06. However, a significant interaction with sequence have experienced as exciting. However, this effect was not found on
emerged, F (2, 78) = 5.69, p = .01, η2p = 0.13. Investigation of the simple mean HR. Instead, higher mean HR was found in the VR tutorial
main effects showed that at the post-assessment, those participants who compared to the F2F component. An explanation of this finding is
started with the F2F component had significantly higher scores (M = elusive, though previous studies have shown that SC and HR vary
31.05, SD = 6.9) compared to those who started with the VR component independently and thus can lead to different results (Croft, Gonsalvez,
(M = 26.05, SD = 6.2), F (1, 39) = 5.93, p = .02, η2p = 0.13. No inter­ Gander, Lechem, & Barry, 2004; Tremayne & Barry, 2001; Wilhelm
action effect emerged for the negative emotions subscale of the PANAS, et al., 2005). Another indication is given by the apparent interpersonal
F (2, 78) = 0.69, p = .5, η2p = 0.02. However, a significant main effect of variability on mean HR during the VR tutorial (see standard deviations in
time was found, F (2, 78) = 11.78, p < .001, η2p = 0.23, with negative Fig. 3c and Appendix B). During the tutorial, students learned to use the
emotions independently decreasing from pre-test (M = 14.66, SD = handheld controller, which might have led to more uncontrolled
4.87), over mid- (M = 13.89, SD = 4.75), to post-assessment (M = 11.98, movement of the arm. This in turn might have caused relatively more

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F. Bolinski et al. Behaviour Research and Therapy 142 (2021) 103877

measurement artefacts in HR that could not be accounted for. It is also F2F procedure. One possible explanation is that those participants
conceivable that the difference in posture influenced the results since experienced a contrast between the two conditions and had an internal
students were standing during the VR component, whereas the F2F expectation that arousal is higher in VR.
procedure was conducted sitting down. Whether - and if so, to what
extent - this had an effect is difficult to ascertain. Research is dated and 5.3. Limitations and future directions
limited to comparisons between the process of standing up and standing,
showing that the process is accompanied by an initial increase in HR, The results of our experiment need to be interpreted with caution,
which normalises in less than 20 s (Borst et al., 1982). The time between given several limitations. First and foremost, it must be considered a first
the standing and sitting experimental components in our study would exploratory step and therefore requires replication. Though the use of a
have exceeded this timeframe. Lastly, HR was generally elevated non-clinical sample is warranted by safety principles when investigating
throughout the entire experiment. Reasons for this observation, such as novel therapeutic approaches, it precludes generalisation to other pop­
general excitement of participants, are difficult to ascertain, particularly ulations. For instance, it is not possible to ascertain that the VR appli­
in the absence of similar studies. cation can induce similar responses in depressed individuals,
Given the novelty of the VR approach for emotionally activating and particularly since previous research has shown disturbances in physio­
restructuring cognitions, an integration of these findings into previous logical arousal in this group (Hartmann, Schmidt, Sander, & Hegerl,
research is limited by default. We are not aware of any studies that 2019). However, the use of a direct translation of the VR procedure into
monitored arousal during F2F therapy for depression. However, results a F2F protocol and the randomisation of both the sequence of the two
suggest that the F2F protocol we employed did induce some physio­ modalities, as well as the stimuli used, increases the confidence that our
logical arousal (see Fig. 3a–c and Appendix B). Instead, our results findings are not inflated.
extend a line of studies showing that VRET for anxiety and related dis­ Caution is also warranted with regard to the physiological data ob­
orders can increase physiological arousal, specifically SC (Diemer, tained through wearable monitoring. Though studies show that both SC
Mühlberger, Pauli, & Zwanzger, 2014; Meyerbröker & Emmelkamp, and HR can be measured on the wrist with satisfactory accuracy, mea­
2010). More recently, Counotte et al. (2017) have shown that increasing sures of SC in particular do not correspond to those of more complex
social stressors in a VRET environment, such as the number of avatars stationary equipment (De Witte et al., 2020; Konstantinou et al., 2020;
present and their level of hostility, led to increased HR and SC in a group Menghini et al., 2019; Ollander et al., 2016). Moreover, to develop
of 55 psychosis patients. In fact, the ability to manipulate the level of optimal virtual environments for various users, within-subject compar­
stressful stimuli in VR is considered one of the crucial advantages of isons between different stimuli are needed. The duration of the scenarios
VRET for anxiety and psychotic disorders (Emmelkamp, Meyerbröker, & in our experiment was relatively short and the low measurement fre­
Morina, 2020; Pot-Kolder et al., 2018). quency of wearable devices is not sensitive enough to compare arousal
Our findings did not show differences in self-reported arousal be­ between the individual situations that participants experienced, or be­
tween the VR and F2F component. One explanation lies in the way these tween the components within each situation. For instance, it was not
were assessed in this context, namely as part of several questions that possible to test whether arousal generated during the emotional acti­
compiled the cognitive restructuring protocol. For instance, some par­ vation (i.e. through the initial experience) carried over to the generation
ticipants were undecided and gave multiple responses in a short dura­ of alternative thoughts. In light of this limitation, future research could
tion, of which only the first response was recorded. Moreover, in prolong the duration of individual experimental components to allow for
contrast to the continuous measurement of SC and HR, self-reported comparison between them.
arousal was gathered from one specific instance per situation and then Another limitation concerns the conclusions based on self-reported
averaged across situations. Finally, response bias might have resulted in arousal, for reasons outlined above. Also, the setup did not allow for
socially desirable answers, resulting in similar responses across the discrimination between positive and negative emotional arousal. Given
experimental conditions (Lavrakas, 2008). the need to wear a headset in parts of the experiment, non-verbal al­
ternatives that required participants to indicate the intensity of different
5.2. Other outcomes types of emotions using pictorials (Bynion & Feldner, 2017), were less
feasible. Recently, Toet, Heijn, Brouwer, Mioch, and van Erp (2019)
In our study, self-reported arousal did not correlate significantly with developed such a pictorial-based tool that could be integrated into the
its physiological counterpart, a finding that has been consistently re­ VR environment. This could greatly improve the design of future studies.
ported in previous research (Ciuk et al., 2015). Furthermore, Busscher Besides replication, the next steps are to investigate whether
et al. (2020) have shown that even at different intensity levels of increased arousal is reflected in better retention of therapeutic content.
exposure therapy for fear of flying, self-reported arousal varies inde­ The crossover design was chosen as a strong paradigm to investigate the
pendently from physiological measures. Participants in their study first principle that VR emotional activation and cognitive restructuring leads
watched a flight video, then used a flight simulator, and ultimately went to relatively more arousal compared to a F2F procedure. It is however
on an actual flight. Their results showed that HR and self-reported less suitable to assess the effect of arousal on retention of alternative
arousal correlated significantly only during the initial video screening, thoughts. Based on the results of the current study, future experiments
though this relationship was small (r = 0.30), and that greater conver­ should include follow-up assessments that measure retention of alter­
gence between measures did not predict reductions in flight anxiety. native thoughts. Moreover, to our knowledge, only one experimental
Participants in our study who began the experiment with the F2F study has assessed whether using VR for cognitive restructuring leads to
procedure showed more SC peaks per minute in this component and a a reduction in negative cognitions. Prudenzi et al. (2019) compared
higher mean HR in the mid-assessment between the F2F and VR com­ cognitive defusion, a technique based on acceptance and commitment
ponents. It is conceivable that the former resulted from the direct therapy (ACT; Hayes, Luoma, Bond, Masuda, & Lillis, 2006) in VR to an
interaction with the experimenter, which increased stress that gradually inactive control condition. Compared to the latter, participants in the VR
abated. The latter might have been a result of anticipation, i.e., some condition reported their personal thoughts to be significantly less
students were looking forward to using the VR application. The results negative, less believable, and less uncomfortable at post-test (Prudenzi
on the PANAS point to a similar direction, with negative emotions et al., 2019).
steadily decreasing during the experimental procedure, and participants
who ended with the VR component reporting significantly more positive 6. Conclusion
emotions at the post-assessment. However, self-reported arousal was
higher in the VR component for participants who first underwent the Emotional activation and subsequent cognitive restructuring in VR

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F. Bolinski et al. Behaviour Research and Therapy 142 (2021) 103877

led to significantly higher levels of physiological arousal compared to Investigation, Writing – original draft. Anne Etzelmüller: Conceptual­
the F2F procedure. This effect exceeded the mere excitement of using a ization, Methodology, Investigation, Writing – review & editing. Nele A.
VR application since the actual VR component led to higher levels of SC J. De Witte: Data curation, Formal analysis, Writing – review & editing.
compared to a VR tutorial. No differences were found on self-reported Cecile van Beurden: Investigation, Writing – review & editing. Glen
arousal. Debard: Data curation, Formal analysis, Writing – review & editing.
Bert Bonroy: Data curation, Formal analysis, Writing – review & edit­
Ethics ing. Pim Cuijpers: Writing – review & editing. Heleen Riper: Writing –
review & editing. Annet Kleiboer: Conceptualization, Methodology,
This study was approved by the scientific and ethical committee of Investigation, Writing – review & editing.
the faculty of behavioural and movement sciences at the Vrije Uni­
versiteit Amsterdam (VCWE-2019-159). It has been preregistered at Declaration of competing interest
www.figshare.com under DOI 10.6084/m9.figshare.9731306.v1.
Anne Etzelmueller is employed by the Institute for health trainings
Funding online (GET.ON/HelloBetter) as research coordinator.

This study was funded by Opportunities for West II (Dutch: Kansen Acknowledgements
voor West II) through the European Regional Development Fund
(ERDF). The authors would like to thank the eGGZ center consortium for their
collaboration, in particular IJsfontein, the ARQ center for psycho­
CRediT authorship contribution statement trauma, Interapy, and the Amsterdam Medical Center (AMC).

Felix Bolinski: Conceptualization, Methodology, Formal analysis,

Appendix A. Descriptives of other variables assessed


Table A1
Means and standard deviations of instruments not used for analysis.

Pre-test Mean SD

DAS-A total 47.46 15.71


DAS-A dependency 17.76 6.09
DAS-A perfectionism 25.78 10.86

Post-randomisation* VR→F2F F2F→VR Total sample


Mean SD Mean SD Mean SD

SSQ total 15.71 14.44 11.59 9.85 13.65 12.38


SSQ nausea 13.36 16.78 6.20 7.11 9.78 13.23
SSQ oculomotor 17.43 15.57 12.51 12.12 14.97 13.99
SSQ disorientation 25.75 27.94 18.79 25.66 22.27 26.71
IPQ general 4.55 1.50 4.70 1.38 4.63 1.43
IPQ spatial presence 3.63 0.81 3.92 0.65 3.78 0.74
IPQ involvement 3.08 1.61 3.39 1.48 3.23 1.54
IPQ realism 2.26 0.82 2.95 0.96 2.61 0.95
SUS 82.25 7.56 86.88 8.07 84.56 8.06
Notes. * = Due to a procedural mistake, post-assessment data for these variables was not collected for one participant (N = 40); DAS-A = Dysfunctional Attitude Scale-A
(de Graaf et al., 2009); HADS= Hospital Anxiety and Depression Scale (Zigmond & Snaith, 1983); SSQ= Simulator Sickness Questionnaire (Kennedy et al., 1993); IPQ=
Igroup Presence Questionnaire (Schubert et al., 2001); SUS= System Usability Scale (Brooke, 1996; Mol et al., 2020); VR = virtual reality condition; F2F = face-to-face
condition.

Table A2
Means and standard deviations of the PANAS at all assessment points per modality.

Pre-test Mean SD

PANAS positive 29.54 6.51


PANAS negative 14.66 4.87

VR→F2F F2F→VR Total sample


Mid-assessment Mean SD Mean SD Mean SD

PANAS positive 29.70 6.87 30.24 5.59 29.98 6.17


PANAS negative 14.70 4.59 13.09 4.88 13.89 4.75

VR→F2F F2F→VR Total sample


Post-assessment Mean SD Mean SD Mean SD

PANAS positive 26.05 6.20 31.05 6.89 28.61 6.96


PANAS negative 12.40 1.93 11.57 1.86 11.98 1.92
Note. N = 41; PANAS= Positive and Negative Affect Schedule (Watson et al., 1988); VR = virtual reality condition; F2F = face-to-face condition.

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F. Bolinski et al. Behaviour Research and Therapy 142 (2021) 103877

Appendix B. Descriptives of arousal measures


Table B
Means (M) and standard deviations (SD) of arousal measures per experimental component.

Assessment SC peaks/minute Mean SC Mean HR SRA

M SD M SD M SD M SD

Pre-test 1.38 1.73 .77 1.10 102.21 10.72 –


VR tutorial 1.69 2.01 1.21 1.47 117.04 18.56 –
VR component 4.13 3.21 2.38 3.19 115.46 13.37 6.61 1.02
Mid-assessment 1.90 2.25 1.34 1.56 103.68 12.82 –
F2F component 2.61 2.81 1.31 1.34 104.90 11.28 6.87 1.03
Note. VR= Virtual reality; F2F= Face-to-face; SC = skin conductance; HR = heart rate; SRA = self-reported arousal, gathered as part of the emotional activation and
cognitive restructuring protocol.

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