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Virtual reality-based compassion meditation for clinical contexts: A co-design study of a loving-kindness meditation prototype

María Alejandra Quiros-Ramírez Quiros-Ramírez, Sophia Haberland, Tom Hempel, Rüdiger Arlt, Philipp M Keune, Stephan Streuber

Empathic Computing January 1, 2025 DOI: 10.70401/ec.2025.0014 (opens in new tab)

Summary

AI-generated from the abstract

A virtual reality prototype for Loving-Kindness Meditation, co-designed with clinicians, was tested in a single 12-minute session with 11 participants. After the session, participants reported significant decreases in negative affect and stress, and increases in relaxation and self-compassion. Usability was rated as excellent, and qualitative feedback described the experience as calming and easy to engage with. The results suggest the prototype's potential as a supportive tool for clinical mindfulness interventions.

Study at a glance

Characteristics Pre-post intervention study Qualitative Peer reviewed
Sample size 11
Population Participants (M = 36.5 years)
Duration 12-minute session
Key finding A single 12-minute VR-based Loving-Kindness Meditation session significantly decreased negative affect and stress, and increased relaxation and self-compassion in participants.

Abstract

Aims: This study introduces and evaluates a virtual reality (VR) prototype designed for the Loving-Kindness Meditation (LKM) to support mental health rehabilitation and relaxation in clinical contexts. The aims include the co-creation of a VR-based mindfulness experience with clinical experts and the evaluation of its usability, user experience, and short-term effects on relaxation, affect, and self-compassion. Methods: Following a design thinking and co-creation approach, the VR-based LKM experience was developed iteratively with input from clinicians and computer scientists. The final prototype was implemented for the Meta Quest 3 and included five immersive scenes representing phases of the LKM and transition scenes guided by a professionally narrated audio track. Eleven participants (M = 36.5 years, SD = 14.6) experienced the 12-minute session. Pre- and post-session measures included relaxation, positive and negative affect schedule, and self-compassion, complemented in the end by the Igroup Presence Questionnaire, usability measures and a semi-structured qualitative interview. Results: Participants reported significant decreases in negative affect (t(10) = -2.512, p = .0307, d = -1.037) and stress (t(10) = -3.318, p = .007, d = -1.328), as well as increases in relaxation (t(10) = 5.487, p < .0001, d = 2.471) and self-compassion (t(10) = 2.231, p = .0497, d = 0.283). Usability was rated as excellent (M = 92.5), and presence as good (M = 4.0, SD = 0.43). Qualitative feedback described the experience as calming, aesthetically pleasing, and easy to engage with, highlighting the falling leaves and pulsating orb as effective design elements. Conclusion: The co-designed VR-LKM prototype was perceived as highly usable and beneficial for inducing relaxation and self-compassion, suggesting its potential as a supportive tool for clinical mindfulness interventions. The results indicate that immersive VR can effectively facilitate engagement and emotional regulation, providing a foundation for future clinical trials and broader implementation in therapeutic and wellness settings.

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