

de Recherche et d’Innovation
en Cybersécurité et Société
Banville, F.; Milhomme, D.; Perron, A.; Pinard, J.; Houle, J.; Therrien, D.; Peguero-Rodriguez, G.; Charette, S.; Ménélas, B. -A.; Trépanier, M.; Bouchard, S.
Using Virtual Reality to Improve Nurses’ Students’ Clinical Surveillance in a Critical Care Context: A Psychological Perspective on Learning Journal Article
In: Annual Review of CyberTherapy and Telemedicine, vol. 21, pp. 245–251, 2023, ISSN: 15548716, (Publisher: Interactive Media Institute).
Abstract | Links | BibTeX | Tags: article, clinical monitoring, cognition, controlled study, cybersickness, female, human, human experiment, intensive care, intensive care unit, interview, male, normal human, nursing student, psychological aspect, qualitative analysis, qualitative research, recovery room, skill, virtual reality
@article{banville_using_2023,
title = {Using Virtual Reality to Improve Nurses’ Students’ Clinical Surveillance in a Critical Care Context: A Psychological Perspective on Learning},
author = {F. Banville and D. Milhomme and A. Perron and J. Pinard and J. Houle and D. Therrien and G. Peguero-Rodriguez and S. Charette and B. -A. Ménélas and M. Trépanier and S. Bouchard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85182468511&partnerID=40&md5=65f6f32f45ade940105c06386edd7a1c},
issn = {15548716},
year = {2023},
date = {2023-01-01},
journal = {Annual Review of CyberTherapy and Telemedicine},
volume = {21},
pages = {245–251},
publisher = {Interactive Media Institute},
abstract = {Nurse’s clinical judgement is important to provide optimal and safe care, particularly in a critical care unit. Clinical surveillance is an activity that nurses use every day and which requires crucial components to manage patients' risk of complications. To carry out this process, several cognitive functions and psychological attitudes are needed such as information and attention processing, judgement, decision-making, stress, and anxiety regulation. Since 2018, Milhomme, Banville et al. have been working to develop a Virtual Care Unit (VCU), using immersive virtual reality, intended to train future nurses to improve their competence towards clinical surveillance process skills. The aim of this qualitative descriptive study was to determine the pertinence to use VCU simulation with graduating nurses’ students to improve clinical surveillance skills in a critical care context. Thirteen nursing students were recruited to test the scenario through the VCU. Participants were instructed to carry surveillance process on a specific patient who suffer of an instability after a surgery. An interview guide of 11 questions was used for the data collection. The results show there are 10 facilitating and 9 restricting factors in the VCU that may play a role in nursing students’ learning clinical surveillance processes. Among these elements, four of them have an important link with a psychological perspective: 1) sense of presence; 2) cybersickness; 3) reflexive environment; 4) stress reduction. Results show an important contribution of several cognitive function in the clinical surveillance process learning by the virtual reality technology. © 2023, Interactive Media Institute. All rights reserved.},
note = {Publisher: Interactive Media Institute},
keywords = {article, clinical monitoring, cognition, controlled study, cybersickness, female, human, human experiment, intensive care, intensive care unit, interview, male, normal human, nursing student, psychological aspect, qualitative analysis, qualitative research, recovery room, skill, virtual reality},
pubstate = {published},
tppubtype = {article}
}
Fontaine, N. M. G.; Parent, G.; Guay, J. -P.
Female sexual coercion examined from a developmental criminology perspective Journal Article
In: Sexologies, vol. 27, no. 2, pp. e45–e50, 2018, ISSN: 11581360, (Publisher: Elsevier Masson SAS).
Abstract | Links | BibTeX | Tags: adolescence, adult, aggression, article, assessment of humans, Childhood, conceptual framework, controlled study, criminology, female, heterosexuality, human, medical history, multidimensional inventory of development, problem behavior, psychological aspect, sex and aggression, sexual coercion, theoretical model, university student
@article{fontaine_female_2018-1,
title = {Female sexual coercion examined from a developmental criminology perspective},
author = {N. M. G. Fontaine and G. Parent and J. -P. Guay},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85044569861&doi=10.1016%2fj.sexol.2018.02.012&partnerID=40&md5=bb95e8a12e7ea59bc3b4028455e0ec5e},
doi = {10.1016/j.sexol.2018.02.012},
issn = {11581360},
year = {2018},
date = {2018-01-01},
journal = {Sexologies},
volume = {27},
number = {2},
pages = {e45–e50},
publisher = {Elsevier Masson SAS},
abstract = {Based on the developmental criminology perspective, this study examines the association between the history of behaviour problems in childhood and adolescence and the use of sexually coercive behaviours by women. Sexual coercion refers to the use of strategies, which can be sometimes subtle, to have sexual contact without the consent of a partner (i.e., seduction, manipulation, intoxication and physical force). In addition, this study examines the association between the use of sexual coercion and physical aggression (e.g., hitting a partner with an object, pushing or shoving) and psychological aggression (e.g., yelling at a partner, keeping him from seeing friends) toward their actual partner (or their last partner) during a disagreement to document different coercive behaviours used by women. The data were collected from a sample of female heterosexual university students (n = 274; mean age, 22.9 years). The participants completed the Multidimensional Inventory of Development, Sex and Aggression (MIDSA; Knight, 2007). The findings suggest that women who had behaviour problems in childhood and adolescence tend to use sexual coercion to a greater extent than women without a history of behaviour problems. Moreover, the findings suggest that women who use sexual coercion are also prone to resort to psychological aggression toward a partner during a disagreement. These findings highlight the importance of taking into account the history of behaviour problems across the life-course in the development of theoretical models of female sexual coercion. © 2018 Elsevier Masson SAS},
note = {Publisher: Elsevier Masson SAS},
keywords = {adolescence, adult, aggression, article, assessment of humans, Childhood, conceptual framework, controlled study, criminology, female, heterosexuality, human, medical history, multidimensional inventory of development, problem behavior, psychological aspect, sex and aggression, sexual coercion, theoretical model, university student},
pubstate = {published},
tppubtype = {article}
}
Fontaine, N. M. G.; Parent, G.; Guay, J. -P.
Female sexual coercion examined from a developmental criminology perspective Journal Article
In: Sexologies, vol. 27, no. 2, pp. e45–e50, 2018, ISSN: 11581360.
Abstract | Links | BibTeX | Tags: adolescence, adult, aggression, article, assessment of humans, Childhood, conceptual framework, controlled study, criminology, female, heterosexuality, human, medical history, multidimensional inventory of development, problem behavior, psychological aspect, sex and aggression, sexual coercion, theoretical model, university student
@article{fontaineFemaleSexualCoercion2018,
title = {Female sexual coercion examined from a developmental criminology perspective},
author = {N. M. G. Fontaine and G. Parent and J. -P. Guay},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85044569861&doi=10.1016%2fj.sexol.2018.02.012&partnerID=40&md5=bb95e8a12e7ea59bc3b4028455e0ec5e},
doi = {10.1016/j.sexol.2018.02.012},
issn = {11581360},
year = {2018},
date = {2018-01-01},
journal = {Sexologies},
volume = {27},
number = {2},
pages = {e45–e50},
publisher = {Elsevier Masson SAS},
abstract = {Based on the developmental criminology perspective, this study examines the association between the history of behaviour problems in childhood and adolescence and the use of sexually coercive behaviours by women. Sexual coercion refers to the use of strategies, which can be sometimes subtle, to have sexual contact without the consent of a partner (i.e., seduction, manipulation, intoxication and physical force). In addition, this study examines the association between the use of sexual coercion and physical aggression (e.g., hitting a partner with an object, pushing or shoving) and psychological aggression (e.g., yelling at a partner, keeping him from seeing friends) toward their actual partner (or their last partner) during a disagreement to document different coercive behaviours used by women. The data were collected from a sample of female heterosexual university students (n = 274; mean age, 22.9 years). The participants completed the Multidimensional Inventory of Development, Sex and Aggression (MIDSA; Knight, 2007). The findings suggest that women who had behaviour problems in childhood and adolescence tend to use sexual coercion to a greater extent than women without a history of behaviour problems. Moreover, the findings suggest that women who use sexual coercion are also prone to resort to psychological aggression toward a partner during a disagreement. These findings highlight the importance of taking into account the history of behaviour problems across the life-course in the development of theoretical models of female sexual coercion. © 2018 Elsevier Masson SAS},
keywords = {adolescence, adult, aggression, article, assessment of humans, Childhood, conceptual framework, controlled study, criminology, female, heterosexuality, human, medical history, multidimensional inventory of development, problem behavior, psychological aspect, sex and aggression, sexual coercion, theoretical model, university student},
pubstate = {published},
tppubtype = {article}
}
Bouchard, S.; Bernier, F.; Boivin, E.; Dumoulin, S.; Laforest, M.; Guitard, T.; Robillard, G.; Monthuy-Blanc, J.; Renaud, P.
Empathy toward virtual humans depicting a known or unknown person expressing pain Journal Article
In: Cyberpsychology, Behavior, and Social Networking, vol. 16, no. 1, pp. 61–71, 2013, ISSN: 21522723 (ISSN).
Abstract | Links | BibTeX | Tags: Adolescent, adult, article, computer interface, Computer Simulation, Empathy, Facial Expression, female, human, Humans, male, Middle Aged, MLCS, MLOWN, Object Attachment, object relation, Pain, psychological aspect, questionnaire, Questionnaires, User-Computer Interface
@article{bouchard_empathy_2013,
title = {Empathy toward virtual humans depicting a known or unknown person expressing pain},
author = {S. Bouchard and F. Bernier and E. Boivin and S. Dumoulin and M. Laforest and T. Guitard and G. Robillard and J. Monthuy-Blanc and P. Renaud},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84872559512&doi=10.1089%2fcyber.2012.1571&partnerID=40&md5=842f525f29c1000eca7ba5c4b9140ddd},
doi = {10.1089/cyber.2012.1571},
issn = {21522723 (ISSN)},
year = {2013},
date = {2013-01-01},
journal = {Cyberpsychology, Behavior, and Social Networking},
volume = {16},
number = {1},
pages = {61–71},
abstract = {This study is about pain expressed by virtual humans and empathy in users immersed in virtual reality. It focuses on whether people feel more empathy toward the pain of a virtual human when the virtual human is a realistic representation of a known individual, as opposed to an unknown person, and if social presence is related to users' empathy toward a virtual human's pain. The 42 participants were immersed in virtual reality using a large immersive cube with images retro projected on all six faces (CAVE-Like system) where they can interact in real time with virtual characters. The first immersion (baseline/control) was with a virtual animal, followed by immersions involving discussions with a known virtual human (i.e., the avatar of a person they were familiar with) or an unknown virtual human. During the verbal exchanges in virtual reality, the virtual humans expressed acute and very strong pain. The pain reactions were identical in terms of facial expressions, and verbal and nonverbal behaviors. The Conditions by Time interactions in the repeated measures analyses of variance revealed that participants were empathic toward both virtual humans, yet more empathic toward the known virtual human. Multivariate regression analyses revealed that participants' feeling of social presence - impression that the known virtual character is really there, with them - was a significant predictor of empathy. © Mary Ann Liebert, Inc.},
keywords = {Adolescent, adult, article, computer interface, Computer Simulation, Empathy, Facial Expression, female, human, Humans, male, Middle Aged, MLCS, MLOWN, Object Attachment, object relation, Pain, psychological aspect, questionnaire, Questionnaires, User-Computer Interface},
pubstate = {published},
tppubtype = {article}
}
Giroux, I.; Faucher-Gravel, A.; St-Hilaire, A.; Boudreault, C.; Jacques, C.; Bouchard, S.
Gambling exposure in virtual reality and modification of urge to gamble Journal Article
In: Cyberpsychology, Behavior, and Social Networking, vol. 16, no. 3, pp. 224–231, 2013, ISSN: 21522715.
Abstract | Links | BibTeX | Tags: article, behavior therapy, clinical trial, computer interface, female, Gambling, human, Humans, Implosive Therapy, male, methodology, Middle Aged, Psychiatric Status Rating Scales, psychological aspect, psychological rating scale, questionnaire, Questionnaires, Self Concept, Self Efficacy, User-Computer Interface
@article{giroux_gambling_2013,
title = {Gambling exposure in virtual reality and modification of urge to gamble},
author = {I. Giroux and A. Faucher-Gravel and A. St-Hilaire and C. Boudreault and C. Jacques and S. Bouchard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84875176361&doi=10.1089%2fcyber.2012.1573&partnerID=40&md5=b9473a795bb3b95cb98fa04afb34c2c7},
doi = {10.1089/cyber.2012.1573},
issn = {21522715},
year = {2013},
date = {2013-01-01},
journal = {Cyberpsychology, Behavior, and Social Networking},
volume = {16},
number = {3},
pages = {224–231},
abstract = {The urge to gamble is a psychological, physiological, and emotional state involved in the maintenance of pathological gambling. The ability of repeated exposure to a virtual gambling environment to modify the urge to gamble and perceived self-efficacy (PSE) is investigated. Ten video lottery players move throughout a virtual bar with five video lottery terminals five times. The urge to gamble and PSE do not significantly vary during exposure to the gambling environment. However, the desire to gamble significantly increases when passing from the practice environment to the gambling environment. These findings suggest that virtual reality is viable for use in exposure, but that a sole 20-minute session does not set the extinction process into motion. Future studies should be conducted on virtual exposure over the course of several sessions, with the addition of a cognitive restructuring intervention. © Copyright 2013, Mary Ann Liebert, Inc. 2013.},
keywords = {article, behavior therapy, clinical trial, computer interface, female, Gambling, human, Humans, Implosive Therapy, male, methodology, Middle Aged, Psychiatric Status Rating Scales, psychological aspect, psychological rating scale, questionnaire, Questionnaires, Self Concept, Self Efficacy, User-Computer Interface},
pubstate = {published},
tppubtype = {article}
}
Tremblay, L.; Bouchard, S.; Chebbi, B.; Wei, L.; Monthuy-Blanc, J.; Boulanger, D.
The development of a haptic virtual reality environment to study body image and affect Journal Article
In: Annual Review of CyberTherapy and Telemedicine, vol. 11, pp. 80–84, 2013, ISSN: 15548716, (Publisher: Virtual reality med institute).
Abstract | Links | BibTeX | Tags: Affect, Arousal, art, article, Biofeedback, body image, computer interface, Emotional communications, female, happiness, Haptic devices, Haptics, human, Human bodies, human experiment, Humans, male, methodology, Mood, motor performance, physiology, psychological aspect, psychology, Psychomotor Performance, Psychophysiology, sadness, Touch, User-Computer Interface, velocity, virtual reality, Virtual-reality environment, Young Adult
@article{tremblay_development_2013,
title = {The development of a haptic virtual reality environment to study body image and affect},
author = {L. Tremblay and S. Bouchard and B. Chebbi and L. Wei and J. Monthuy-Blanc and D. Boulanger},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84894231106&partnerID=40&md5=79731f3a31e9e70fcf3bf8f5db1f7d7c},
issn = {15548716},
year = {2013},
date = {2013-01-01},
journal = {Annual Review of CyberTherapy and Telemedicine},
volume = {11},
pages = {80–84},
publisher = {Virtual reality med institute},
abstract = {We report the results of a preliminary study testing the effect of participants’ mood rating on visual motor performance using a haptic device to manipulate a cartoonish human body. Our results suggest that moods involving high arousal (e.g. happiness) produce larger movements whereas mood involving low arousal (e.g. sadness) produce slower speed of performance. Our results are used for the development of a new haptic virtual reality application that we briefly present here. This application is intended to create a more interactive and motivational environment to treat body image issues and for emotional communication. © 2013 Interactive Media Institute.},
note = {Publisher: Virtual reality med institute},
keywords = {Affect, Arousal, art, article, Biofeedback, body image, computer interface, Emotional communications, female, happiness, Haptic devices, Haptics, human, Human bodies, human experiment, Humans, male, methodology, Mood, motor performance, physiology, psychological aspect, psychology, Psychomotor Performance, Psychophysiology, sadness, Touch, User-Computer Interface, velocity, virtual reality, Virtual-reality environment, Young Adult},
pubstate = {published},
tppubtype = {article}
}
Bouchard, S.; Bernier, F.; Boivin, E.; Dumoulin, S.; Laforest, M.; Guitard, T.; Robillard, G.; Monthuy-Blanc, J.; Renaud, P.
Empathy toward virtual humans depicting a known or unknown person expressing pain Journal Article
In: Cyberpsychology, Behavior, and Social Networking, vol. 16, no. 1, pp. 61–71, 2013, ISSN: 21522723 (ISSN).
Abstract | Links | BibTeX | Tags: Adolescent, adult, article, computer interface, Computer Simulation, Empathy, Facial Expression, female, human, Humans, male, Middle Aged, MLCS, MLOWN, Object Attachment, object relation, Pain, psychological aspect, questionnaire, Questionnaires, User-Computer Interface
@article{bouchardEmpathyVirtualHumans2013,
title = {Empathy toward virtual humans depicting a known or unknown person expressing pain},
author = {S. Bouchard and F. Bernier and E. Boivin and S. Dumoulin and M. Laforest and T. Guitard and G. Robillard and J. Monthuy-Blanc and P. Renaud},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84872559512&doi=10.1089%2fcyber.2012.1571&partnerID=40&md5=842f525f29c1000eca7ba5c4b9140ddd},
doi = {10.1089/cyber.2012.1571},
issn = {21522723 (ISSN)},
year = {2013},
date = {2013-01-01},
journal = {Cyberpsychology, Behavior, and Social Networking},
volume = {16},
number = {1},
pages = {61–71},
abstract = {This study is about pain expressed by virtual humans and empathy in users immersed in virtual reality. It focuses on whether people feel more empathy toward the pain of a virtual human when the virtual human is a realistic representation of a known individual, as opposed to an unknown person, and if social presence is related to users' empathy toward a virtual human's pain. The 42 participants were immersed in virtual reality using a large immersive cube with images retro projected on all six faces (CAVE-Like system) where they can interact in real time with virtual characters. The first immersion (baseline/control) was with a virtual animal, followed by immersions involving discussions with a known virtual human (i.e., the avatar of a person they were familiar with) or an unknown virtual human. During the verbal exchanges in virtual reality, the virtual humans expressed acute and very strong pain. The pain reactions were identical in terms of facial expressions, and verbal and nonverbal behaviors. The Conditions by Time interactions in the repeated measures analyses of variance revealed that participants were empathic toward both virtual humans, yet more empathic toward the known virtual human. Multivariate regression analyses revealed that participants' feeling of social presence - impression that the known virtual character is really there, with them - was a significant predictor of empathy. © Mary Ann Liebert, Inc.},
keywords = {Adolescent, adult, article, computer interface, Computer Simulation, Empathy, Facial Expression, female, human, Humans, male, Middle Aged, MLCS, MLOWN, Object Attachment, object relation, Pain, psychological aspect, questionnaire, Questionnaires, User-Computer Interface},
pubstate = {published},
tppubtype = {article}
}
Giroux, I.; Faucher-Gravel, A.; St-Hilaire, A.; Boudreault, C.; Jacques, C.; Bouchard, S.
Gambling exposure in virtual reality and modification of urge to gamble Journal Article
In: Cyberpsychology, Behavior, and Social Networking, vol. 16, no. 3, pp. 224–231, 2013, ISSN: 21522715.
Abstract | Links | BibTeX | Tags: article, behavior therapy, clinical trial, computer interface, female, Gambling, human, Humans, Implosive Therapy, male, methodology, Middle Aged, Psychiatric Status Rating Scales, psychological aspect, psychological rating scale, questionnaire, Questionnaires, Self Concept, Self Efficacy, User-Computer Interface
@article{girouxGamblingExposureVirtual2013,
title = {Gambling exposure in virtual reality and modification of urge to gamble},
author = {I. Giroux and A. Faucher-Gravel and A. St-Hilaire and C. Boudreault and C. Jacques and S. Bouchard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84875176361&doi=10.1089%2fcyber.2012.1573&partnerID=40&md5=b9473a795bb3b95cb98fa04afb34c2c7},
doi = {10.1089/cyber.2012.1573},
issn = {21522715},
year = {2013},
date = {2013-01-01},
journal = {Cyberpsychology, Behavior, and Social Networking},
volume = {16},
number = {3},
pages = {224–231},
abstract = {The urge to gamble is a psychological, physiological, and emotional state involved in the maintenance of pathological gambling. The ability of repeated exposure to a virtual gambling environment to modify the urge to gamble and perceived self-efficacy (PSE) is investigated. Ten video lottery players move throughout a virtual bar with five video lottery terminals five times. The urge to gamble and PSE do not significantly vary during exposure to the gambling environment. However, the desire to gamble significantly increases when passing from the practice environment to the gambling environment. These findings suggest that virtual reality is viable for use in exposure, but that a sole 20-minute session does not set the extinction process into motion. Future studies should be conducted on virtual exposure over the course of several sessions, with the addition of a cognitive restructuring intervention. © Copyright 2013, Mary Ann Liebert, Inc. 2013.},
keywords = {article, behavior therapy, clinical trial, computer interface, female, Gambling, human, Humans, Implosive Therapy, male, methodology, Middle Aged, Psychiatric Status Rating Scales, psychological aspect, psychological rating scale, questionnaire, Questionnaires, Self Concept, Self Efficacy, User-Computer Interface},
pubstate = {published},
tppubtype = {article}
}
Tremblay, L.; Bouchard, S.; Chebbi, B.; Wei, L.; Monthuy-Blanc, J.; Boulanger, D.
The development of a haptic virtual reality environment to study body image and affect Journal Article
In: Annual Review of CyberTherapy and Telemedicine, vol. 11, pp. 80–84, 2013, ISSN: 15548716.
Abstract | Links | BibTeX | Tags: Affect, Arousal, art, article, Biofeedback, body image, computer interface, Emotional communications, female, happiness, Haptic devices, Haptics, human, Human bodies, human experiment, Humans, male, methodology, Mood, motor performance, physiology, psychological aspect, psychology, Psychomotor Performance, Psychophysiology, sadness, Touch, User-Computer Interface, velocity, virtual reality, Virtual-reality environment, Young Adult
@article{tremblayDevelopmentHapticVirtual2013,
title = {The development of a haptic virtual reality environment to study body image and affect},
author = {L. Tremblay and S. Bouchard and B. Chebbi and L. Wei and J. Monthuy-Blanc and D. Boulanger},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84894231106&partnerID=40&md5=79731f3a31e9e70fcf3bf8f5db1f7d7c},
issn = {15548716},
year = {2013},
date = {2013-01-01},
journal = {Annual Review of CyberTherapy and Telemedicine},
volume = {11},
pages = {80–84},
publisher = {Virtual reality med institute},
abstract = {We report the results of a preliminary study testing the effect of participants’ mood rating on visual motor performance using a haptic device to manipulate a cartoonish human body. Our results suggest that moods involving high arousal (e.g. happiness) produce larger movements whereas mood involving low arousal (e.g. sadness) produce slower speed of performance. Our results are used for the development of a new haptic virtual reality application that we briefly present here. This application is intended to create a more interactive and motivational environment to treat body image issues and for emotional communication. © 2013 Interactive Media Institute.},
keywords = {Affect, Arousal, art, article, Biofeedback, body image, computer interface, Emotional communications, female, happiness, Haptic devices, Haptics, human, Human bodies, human experiment, Humans, male, methodology, Mood, motor performance, physiology, psychological aspect, psychology, Psychomotor Performance, Psychophysiology, sadness, Touch, User-Computer Interface, velocity, virtual reality, Virtual-reality environment, Young Adult},
pubstate = {published},
tppubtype = {article}
}
Bouchard, S.; Bernier, F.; Boivin, E.; Morin, B.; Robillard, G.
Using biofeedback while immersed in a stressful videogame increases the effectiveness of stress management skills in soldiers Journal Article
In: PLoS ONE, vol. 7, no. 4, 2012, ISSN: 19326203.
Abstract | Links | BibTeX | Tags: adult, Arousal, article, Biofeedback, clinical trial, controlled clinical trial, controlled study, explosion, feedback system, first aid, Heart Rate, human, human experiment, Humans, Hydrocortisone, male, mental stress, metabolism, methodology, Military Personnel, military phenomena, normal human, pathophysiology, Psychological, psychological aspect, psychology, Psychophysiology, randomized controlled trial, recreation, Saliva, saliva level, simulation, soldier, Stress, Stress management, Video Games
@article{bouchard_using_2012,
title = {Using biofeedback while immersed in a stressful videogame increases the effectiveness of stress management skills in soldiers},
author = {S. Bouchard and F. Bernier and E. Boivin and B. Morin and G. Robillard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84860485827&doi=10.1371%2fjournal.pone.0036169&partnerID=40&md5=4b29a984169d2fe12d54f4c562344723},
doi = {10.1371/journal.pone.0036169},
issn = {19326203},
year = {2012},
date = {2012-01-01},
journal = {PLoS ONE},
volume = {7},
number = {4},
abstract = {This study assessed the efficacy of using visual and auditory biofeedback while immersed in a tridimensional videogame to practice a stress management skill (tactical breathing). All 41 participants were soldiers who had previously received basic stress management training and first aid training in combat. On the first day, they received a 15-minute refresher briefing and were randomly assigned to either: (a) no additional stress management training (SMT) for three days, or (b) 30-minute sessions (one per day for three days) of biofeedback-assisted SMT while immersed in a horror/first-person shooter game. The training was performed in a dark and enclosed environment using a 50-inch television with active stereoscopic display and loudspeakers. On the last day, all participants underwent a live simulated ambush with an improvised explosive device, where they had to provide first aid to a wounded soldier. Stress levels were measured with salivary cortisol collected when waking-up, before and after the live simulation. Stress was also measured with heart rate at baseline, during an apprehension phase, and during the live simulation. Repeated-measure ANOVAs and ANCOVAs confirmed that practicing SMT was effective in reducing stress. Results are discussed in terms of the advantages of the proposed program for military personnel and the need to practice SMT. © 2012 Bouchard et al.},
keywords = {adult, Arousal, article, Biofeedback, clinical trial, controlled clinical trial, controlled study, explosion, feedback system, first aid, Heart Rate, human, human experiment, Humans, Hydrocortisone, male, mental stress, metabolism, methodology, Military Personnel, military phenomena, normal human, pathophysiology, Psychological, psychological aspect, psychology, Psychophysiology, randomized controlled trial, recreation, Saliva, saliva level, simulation, soldier, Stress, Stress management, Video Games},
pubstate = {published},
tppubtype = {article}
}



