Effect of Virtual Reality-Induced Mood States on Balance Performance
Presentation Type
Poster
Faculty Advisor
Luis Torres
Access Type
Event
Start Date
26-4-2023 11:00 AM
End Date
26-4-2023 12:00 PM
Description
Introduction: Poor balance is significantly associated with an increased risk of musculoskeletal injury. Mood states have been shown to impact the extent to which active individuals are predisposed to and successfully recover from musculoskeletal injury. Virtual reality (VR) technology is a tool that can be used to simulate an environment to elicit certain mood states. We hypothesized that participants exposed to positive mood states would have greater balance than those exposed to negative mood states. Methods: Twenty-six participants (M age = 21.54 2.55) completed baseline balance performance tests: the Limits of Stability and Athletic Single Leg Stability tests via the Biodex Balance System. Afterwards, the participants were randomly assigned to either a positive or negative mood state group. Thirteen participants (M age = 21.31 2.32) within the positive mood state group were exposed to a VR video on puppies competing in American football. The 13 participants (M age = 21.77 2.83) in the negative mood state group were exposed to a VR video on homeless children. After the videos, all participants were then asked to repeat the balance tests. Results: There were no found differences in balance performance between the two mood state intervention groups at baseline. The positive mood state intervention group demonstrated a significantly lower anterior-posterior right-leg index on the ASLS test after exposure (P = .036). This finding demonstrated that positive mood states may improve single-leg balance performance, while negative mood states may not necessarily be as impactful on balance performance as previously thought.
Effect of Virtual Reality-Induced Mood States on Balance Performance
Introduction: Poor balance is significantly associated with an increased risk of musculoskeletal injury. Mood states have been shown to impact the extent to which active individuals are predisposed to and successfully recover from musculoskeletal injury. Virtual reality (VR) technology is a tool that can be used to simulate an environment to elicit certain mood states. We hypothesized that participants exposed to positive mood states would have greater balance than those exposed to negative mood states. Methods: Twenty-six participants (M age = 21.54 2.55) completed baseline balance performance tests: the Limits of Stability and Athletic Single Leg Stability tests via the Biodex Balance System. Afterwards, the participants were randomly assigned to either a positive or negative mood state group. Thirteen participants (M age = 21.31 2.32) within the positive mood state group were exposed to a VR video on puppies competing in American football. The 13 participants (M age = 21.77 2.83) in the negative mood state group were exposed to a VR video on homeless children. After the videos, all participants were then asked to repeat the balance tests. Results: There were no found differences in balance performance between the two mood state intervention groups at baseline. The positive mood state intervention group demonstrated a significantly lower anterior-posterior right-leg index on the ASLS test after exposure (P = .036). This finding demonstrated that positive mood states may improve single-leg balance performance, while negative mood states may not necessarily be as impactful on balance performance as previously thought.