Virtual Reality and Serious Games for Stress Reduction with
Application in Work Environments
I. Ladakis
1
, V. Kilintzis
1
, D. Xanthopoulou
2
and I. Chouvarda
1
1
Lab. of Computing, Medical Informatics and Biomedical Imaging Technologies, Aristotle University of Thessaloniki,
Thessaloniki, Greece
2
School of Psychology, Aristotle University of Thessaloniki, Thessaloniki, Greece
Keywords: Virtual Reality, VR, Serious Games, Stress, Sensor, Biomedical Signals, Heart Rate, EDA.
Abstract: This paper proposes a VR – based gamified approach aiming to reduce stress levels in work environments.
This idea employs a standalone VR headset for immersion in a peaceful virtual environment, guided deep
breathing exercises, sensing of heart rate and electrodermal activity for the estimation of stress, and feedback
to the VR environment. For the qualitative and quantitative assessment of stress levels two sensors were used,
Scosche Rhythm+ for monitoring heart rate signal (HR) and Moodmetric Ring for monitoring the EDA
(electrodermal activity) signal. As a preliminary work, a series of stress-inducing batteries were created,
including different stressful conditions that may resemble real life conditions (e.g., at work). Experiments
with volunteers were conducted, to investigate the stress response before and during a stressful situation, as
well as after VR-based relaxation. The signal fluctuation over time and the correlation between HR/EDA
signals were explored towards selecting the optimal metric for the representation of the real stress level. The
results of this preliminary study are relevant for the timely estimation of stress levels and the provision of a
simple and useful tool for the immediate decrease of stress in various real-life environments such as work
environments.
1 INTRODUCTION
The rapid evolution of VR technologies has created
great expectations regarding their potential
exploitation in the medical research domain or in the
therapeutic procedure (Pourmand, 2017). At the same
time, the development of serious games emerges as
an alternative solution to classic therapeutic
approaches (Lau, 2017). Serious games promise to
convert parts of therapy and prevention into a
pleasant procedure, enhancing patients’
psychological involvement, without limiting the
quality of the expected therapy results.
The exploitation of VR technology for the
development and implementation of serious games or
gamified approaches aiming at confronting anxiety,
stress or other neuropsychological issues (Valmaggia,
2016) is widely accepted by the scientific community,
since the advantages of this approach seem to have
potential (Ferreira, 2002). Furthermore, the
simultaneous collection of biomedical signals could
indicate certain stressors, opening new approaches in
stress prevention. The characterization of stress level
would be based on the observation of the collected
signals and the environmental conditions that
stimulate stress.
The aim of this paper is to propose a serious game
in VR environment for stress reduction with potential
implication in work environments. Specifically, our
main interest is to contribute in stress reduction in
office environments, where the emergence of stress
could be related with high levels of potentially
stressful working conditions (i.e., job demands) and
lacking resources to deal with these demands
(Karasek, 1979). To do so, we test the effectiveness
of an VR intervention aiming at promoting relaxation
techniques to reduce stress, such as deep-breathing
(McCallie, Blum, & Hood, 2006; Richardson &
Rothstein, 2008).
The above issue has not been widely addressed.
Thoondee and Oikonomou (Thoondee, 2017)
developed a VR application for Oculus Rift that tried
to address work stress by exposing workers to
peaceful environments in order to facilitate their
relaxation during breaktime. A similar approach
(Ahmaniemi, 2017) used Gear VR headset and
Ladakis, I., Kilintzis, V., Xanthopoulou, D. and Chouvarda, I.
Virtual Reality and Serious Games for Stress Reduction with Application in Work Environments.
DOI: 10.5220/0010300905410548
In Proceedings of the 14th International Joint Conference on Biomedical Engineering Systems and Technologies (BIOSTEC 2021) - Volume 5: HEALTHINF, pages 541-548
ISBN: 978-989-758-490-9
Copyright
c
2021 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
541
various sensors for the collection of physiological
signals, such as electrocardiogram (ECG),
photoplethysmogram (PPG), galvanic skin response
(GSR) and blood pressure (BP), to detect and address
work stress. User experience was investigated via
questionnaire. Results suggested that the GSR signal
better captured stress than the other collected signals.
Another approach (Salkevicius, 2019) was mainly
trying to trace stress levels with the collection of
physiological signals during the exposure in VR
environments. The collected physiological signals
were blood volume pressure (BVP), galvanic skin
response (GSR) and skin temperature.
Our idea is to develop an integrated system of
sensors and VR serious gaming in order to
immediately assess and address stress, combining
ideas that have been tested in the existing literature.
The main goals are presented in the following points:
1. To develop a calm, peaceful environment where
visual guidance for deep breathing is offered for
stress reduction. The user – system interaction is
reduced to the minimum level for relaxation
purposes.
2. To connect a heart rate sensor with the application
for the acquisition of the signal and to add
visualized feedback depending on the changes in
heart rate values.
3. To simultaneously collect EDA and heart rate
signal in order to assess users’ stress levels and
how these change during the users’ interaction
with the virtual environment.
2 METHODOLOGY
In this section, the chosen software development tools
and sensors is be presented. Then, a brief description
of the steps followed during the project’s
development are mentioned. Lastly, the serious game
and the experiment protocols are presented.
2.1 Sensors
For the purposes of this project the following two
commercial sensors were used.
2.1.1 Scosche Rhythm+
Scosche Rhythm+ is a simple BTLE sensor (Low
Energy Bluetooth Device) that captures heart rate
signals and can be connected to a proper device via
Bluetooth in order to present, analyse and save the
extracted data (https://www.scosche.com/rhythm-
plus-heart-rate-monitor-armband).
This device provides an affordable and easy
solution for monitoring heart rate, with acceptable
accuracy in office situations (not intense exercise) as
previously found (Navalta, 2020), which was suitable
for the purposes of the project. Scosche Rhythm+ was
also the sensor that was opted to be connected to the
VR application for convenience reasons.
It must be noted that the HR signal is made
available every second, which allows the depiction of
HR over time and the calculation of standard
deviation. However, it does not capture other heart
rate variability features (Castaldo, 2019) that might
be more relevant to stress level estimation.
2.1.2 Moodmetric Ring
Moodmetric Ring (https://moodmetric.com/) is a
commercial sensor that uses a patented processing
algorithm to analyse electrodermal activity. This
analysis provides as an output an index number that
indicates the user’s stress levels. The extracted signal
that was used in this project is not the raw signal of
electrodermal activity, but the signal of the above
index number. Despite of the fact that the raw data of
EDA signal could be accessed, we used the
Moodmetric index value signal as its use in relevant
studies has been promising (Pakarinen, 2019). The
stress levels are categorized as showed in figure 1.
Moodmetric Ring is a sensor that assembles
various advantages, such as handiness, easiness to use
and collect objective data of everyday life situations,
comparability between users, robustness to motional
artifacts etc.
Figure 1: Stress levels categorization.
2.2 Development Tools
For the development of the programming part of the
project and the depiction – analysis of the collected
signal, a combination of four software programs were
used.
Unity (https://unity.com/) was used to develop the
main application of the project, the deep breathing
exercise environment, linking it with the VR mask
Oculus Go. Android Studio was used in order to
develop the needed android library for the application
– sensor connection via Bluetooth
(https://developer.android.com/studio). RStudio
(https://rstudio.com/), an integrated development
HEALTHINF 2021 - 14th International Conference on Health Informatics
542
environment for R that gives access to free and open-
source libraries for data analysis and visualization,
was used for the depiction of the collected
physiological signals, HR and Moodmetric index
value, during the experimental phase. Lastly,
PsychoPy3 (https://psychopy.org/), an open-source
software written in python that provides an integrated
environment of tools for the development of simple
applications aiming at psychological research, was
used for the development of a Stroop test application
(Scarpina, 2017) needed for the experimental phase
of the project.
2.3 Design Methodology
The steps followed to achieve the goals of the project
are summarized in the following points:
1. Selection and design of the serious game for stress
reduction after reviewing the existing literature
and discussion with special therapists –
psychologists. Deep breathing exercise
visualization in a peaceful virtual environment
was selected.
2. Development of the serious game in Unity game
engine for implementation on android operating
system and, specifically, VR mask Oculus Go.
3. Development of an android library for the
successful connection of the application and the
Scosche Rhythm+ sensor via Bluetooth.
4. Integration of the Bluetooth android library in
Unity as a plug – in to exploit its functionality.
The data collected was displayed in the
application’s environment and saved after each
session with the prospect to introduce
environmental feedback based on the value of
heart rate.
5. Planning of preliminary and final experiment
protocols with the following main stages: initial
relaxation, stress stimulation activities
(Palanisamy, 2011), final relaxation (with and
without the use of deep breathing exercise
application). During the experiments the use of
both sensors was deemed necessary.
6. Use of an one-item self-report, questionnaire prior
and after the stress stimulation activities and after
the relaxation exercise to complete the final
experiment protocol and to provide the analysis
with additional information.
7. Implementation of User Experience
Questionnaire (UEQ,
https://www.ueq-online.org/)
8. Depiction of the collected signals and statistical
data extracted from the self-report questionnaires.
2.4 Game Design
The development of the serious game aims to
function both as a guide for deep breathing and as a
peaceful 3D environment that precipitates user’s
relaxation. It consists of one main scene. Before the
construction of the scene, the following free asset
packages were necessary:
Fantasy Forest Environment asset package for
environmental design. The scene was set in a
forest virtual environment
(https://assetstore.unity.com/packages/3d/environ
ments/fantasy/fantasy-forest-environment-free-
demo-35361) since empirical evidence suggests
that walks and in the nature and relaxation
activities facilitate recovery from job stress (de
Bloom et al., 2017).
Oculus integration asset package which provided
necessary tools for the final implementation on
Oculus Go.
Audio files as soundtracks in the application.
The main scene is presented in figure 2. The scene
consists of five objects:
Terrain: the forest environment of the scene.
OVRCameraRig: the main camera of the scene, an
extended camera object extracted from Oculus
integration tools.
Sphere: a centered sphere on main camera that
simulates the rate at which the user is advised to
take breaths. When the sphere’s volume is
augmented, its color turns white and the user is
advised to inhale at the rate of its growth. While
the sphere’s volume is reduced, its color turns red
and the user is advised to exhale at the rate of its
reduction.
A text component used to display the heart rate
extracted from Scosche Rhythm+.
An audio file for soundtrack.
Figure 2: Game’s snapshot.
In figure 3 the architecture of the system is
displayed. As the system’s functional diagram
implies, there are three main modules: the virtual
forest environment where all the game objects are
Virtual Reality and Serious Games for Stress Reduction with Application in Work Environments
543
displayed, the sphere that undertakes the role of visual
guidance for deep breathing and background
functionality parts that contributes mainly in Oculus
Go – Scosche Rhythm+ connection and the storage of
the captured HR signal.
Τwo C# code files were developed to determine
the behaviour of the game’s objects.
Spiral.cs: this file determines the behaviour of the
sphere, thus determines the changes in sphere’s
volume and its colour. Furthermore, this file
ensures that after two and a half minutes the
application will end automatically. This duration
was selected based on Allen et al. (2002) who
found that employees who were trained in two-
minute “mini-relaxations” experienced reductions
in stress equivalent to that of employees who were
taught 20-minute Abbreviated Progressive
Relaxation Training (see also, Pollak Eisen et al.,
2008).
BLE.cs: this file ensures the application – sensor
connection by activating the Bluetooth service via
the developed android plug – in. Moreover, via
this code the heart rate values are displayed on the
main screen each second and are saved after the
end of the application’s time.
Figure 3: System’s architecture.
2.5 Experiment Protocols
Two different protocols were designed for the
experiments that were conducted, one preliminary
and one final. Volunteers were asked to wear properly
the two sensors throughout the experiments. For the
stress stimulation stage three different activities were
selected because they were found to stimulate stress
levels and to some extend (e.g., calculations)
resemble work tasks that may stimulate stress
reactions. The three activities were: arithmetic
calculations (finding the next element in an
alphanumeric sequence, solving math puzzles, easy
math tasks), a First Person Shooting Game (Xonotic,
https://xonotic.org/) with rapid and intense
environmental changes and the Stroop test.
2.5.1 Preliminary Experiment Protocol
Figure 4: Stages of preliminary experiment protocol.
The preliminary experiments were conducted in order
to modulate a first opinion regarding the two signals
and their accuracy on the indication of stress levels.
As shown in the diagram of figure 4, the preliminary
experiment protocol consisted of the following three
stages:
1. Initial Relaxation stage (5 minutes): the volunteer
was asked to relax for 5 minutes and stop all
his/her activities.
2. Stress stimulation stage (10 – 15 minutes): the
volunteer was asked to carry on with one of the
selected activities.
3. Final Relaxation stage (5 minutes): the volunteer
was asked either to relax for 5 minutes or to wear
Oculus Go and use deep breathing exercise
application for 2,5 minutes and then relax another
2,5 minutes.
2.5.2 Final Experiment Protocol
Figure 5: Stages of final experiment protocol.
HEALTHINF 2021 - 14th International Conference on Health Informatics
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The final experiment protocol was designed based on
the results of the preliminary experiments. This
protocol is an extended version of the previous one
and included self-assessments of stress. Another
difference between the two protocols is the extended
stress stimulation stage, where a combination of the
mentioned activities was implemented to better
approach stressful conditions. Thus, the 6 stages of
the final experiment protocol were (figure 5):
1. Initial Relaxation stage (5 minutes): volunteers
was asked to relax for 5 minutes, thus, stop all
their activities.
2. Questionnaire: volunteers were asked to complete
a one-item self-report scale assessing stress after
the initial relaxation stage.
3. Stress stimulation stage (17 minutes): volunteers
were asked to carry on with three selected
activities. Firstly, they had to perform arithmetic
calculations (5 minutes), then to play a First
Person Shooting Game (Xonotic – 10 minutes)
and finally to take the Stroop test (2 minutes).
4. Questionnaire: volunteers were asked to complete
the one-item self-report scale assessing stress after
stage 3.
5. Final Relaxation stage (5 minutes): volunteers
were asked either to relax for 5 minutes or to wear
Oculus Go and use deep breathing exercise
application for 2,5 minutes and then relax for
another 2,5 minutes.
6. Questionnaire: volunteers were asked to complete
the one-item self-report scale assessing stress after
stage 5.
3 RESULTS
In this section we are going to present indicative
results of preliminary and final experiments. After the
presentation of the results, some of the main
conclusions are going to be summarized.
3.1 Preliminary Experiment Results
The results of the preliminary experiments will be
discussed in this subsection. Two students
volunteered in this part of the experiments, both
female and not quite familiar with VR technologies.
The experiments were regarded as an easy, pleasant
procedure by the volunteers. They were asked to wear
both sensors during the experiments. The diagrams
extracted as results are depicting heart rate signal,
Moodmetric index value signal and the correlation
between the two signals. The shading logic in
Moodmetric index value is following the
categorization presented in figure 1, with 5 zones,
from green corresponding to ‘calm’ (index value 0-
20), to red corresponding to ‘running high’ (index
value 80-100).
The volunteers were asked to follow the protocol,
although there was an extension in the recording time
to get more information about the correlation of the
two signals and their function as stress indicators. The
results that are presented in figure 6 are extracted
from the experiment that used the Stroop test as stress
stimulation exercise. The test began at 17:55 and
finishes 5 minutes later. These results refer to
volunteer 1.
Figure 6: Preliminary experiment – Heart rate –
Moodmetric index value diagrams – Stroop test.
The results do not lead to clear findings. The two
signals seem to correlate with some delay, although
this varied per volunteer. Even though the
Moodmetric index value signal seems to more
accurately depict the changes in stress levels, it is
interesting that whether HR or EDA show more clear
stress-related fluctuations depends also on the
volunteer. The main problem that was addressed
during the preliminary experiments was that none of
the stress stimulation activities seemed to activate
volunteers. To address this problem, this stage of the
experiment was extended in the final protocol as
described above.
Virtual Reality and Serious Games for Stress Reduction with Application in Work Environments
545
3.2 Final Experiment Results
In this subsection, the final experiment results are
discussed. Four volunteers participated in this
experiment, two female (the same as in the
preliminary experiment) and two male students that
were familiar with VR technologies and gaming
environments. As above, the results that will be
presented refer to volunteer 1. In this experiment, the
impact of Oculus Go application was investigated.
Thus, the results will be the depiction of the two
signals without/with the use of Oculus Go mask.
The results of the first volunteer present positive
reaction with the use of Oculus Go application
regarding its impact on stress levels (figures 7, 8).
There seems to be a slight tendency of reduction
during the use of the VR mask. This conclusion is
based on the observation of Moodmetric index value
signal, as heart rate signal on both occasions presents
insignificant changes. The questionnaire results are
displayed in table 1. These results support the
hypothesis of the positive Oculus Go application
impact on stress levels from the point of view of the
volunteer.
Figure 7: Final experiment – Heart rate – Moodmetric index
value diagrams – without Oculus Go intervention. The two
vertical lines delimit the start and the end of the stress
stimulation stage respectively.
Figure 8: Final experiment – Heart rate – Moodmetric index
value diagrams – with Oculus Go intervention. The three
vertical lines delimit the start, the end of the stress
stimulation stage and the end of Oculus Go intervention
respectively.
The rest of the results are less clear. The two first
volunteers (female) were not that familiar with First
Person Shooting Games and this fact seemed to affect
positively the capacity of the protocol’s combination
of activities to stimulate stress. On the other hand, the
last two volunteers (male) were more familiar
reacting with this virtual environment and the stress
stimulation was not that successful. Furthermore, it
was again observed that whether HR or EDA show
more clear stress-related fluctuations depends on the
volunteer. The HR standard deviation signal
presented better correlation with Moodmetric index
value signal, suggesting that it could work as a better
stress indicator than HR. The Moodmetric index
value signal fluctuations continued to present a
clearer picture of stress levels, while the changes of
HR over time were insignificant in most occasions.
Finally, all volunteers stated in the questionnaire that
the use of the mask and deep breathing application
actually relieved them of stress, despite the fact that
this was not depicted on the collected signals on all
occasions. The use of Oculus Go application was
translated into slightly faster tendencies to recover
HEALTHINF 2021 - 14th International Conference on Health Informatics
546
from the previously increased stress levels. Thus,
there was indeed a better match of the Oculus Go with
the self-reports.
Having regarded as a more accurate stress indicator
the Moodmetric index value signal, most of the results
showed that the use of mask relieves slightly from
stress. Nevertheless, the stress stimulation stage of the
protocol has to be reconsidered in order to come to
more concrete conclusions.
Table 1: Questionnaire results with and without Oculus Go
intervention. The letter V stands for volunteer.
Questionnaire scale: 1 – 5 (No stress – Extreme stress).
Volunteers Question 1 Question 2 Question 3
V1 without 2 3 3
V1 with 3 3 2
V2 without 2 2 2
V2 with 2 3 2
V3 without 3 2 3
V3 with 2 2 1
V4 without 2 3 2
V4 with 3 3 2
3.3 User Experience Questionnaire
(UEQ)
The User Experience Questionnaire was
implemented to collect opinions for the developed
Oculus Go application. Ten volunteers accepted to
test the application. The age of participants ranges
from 23 to 59. Most of the answers were encouraging.
The technology of Oculus Go mask certainly played
decisive role in this direction, as most of the
volunteers were not familiar with VR mask
technology.
Figure 9: User experience questionnaire – boxplot of
answers per question.
The results of the UEQ are presented in figure 9.
Most of the lower and higher mean scores interrelate
with positive comments about the system pointing out
mainly its attractiveness, with one exception that
refers to the system’s predictability. The mean score
does not contain necessarily enough information
. The
recitation of the UEQ is necessary. These results
suggest that the application is intuitive, user –
friendly, easy to learn and to use and quite clear
regarding its purposes. The VR environment is
regarded as satisfactory, pleasant or even attractive.
4 DISCUSSION
The purpose of this paper was to present the
development of a VR application for the reduction of
stress levels. To this end, two experiment protocols
were designed and conducted, and indicative results
were presented. Although the number of volunteers
that participated in the experiments does not allow
safe conclusions, the results indicate the potential of
the project, but also the need for new experiment
protocols, more elaborate signal processing and
enhancements on VR environment.
Limitations of this attempt are the small number of
volunteers who participated in the experiments and the
need to enrich and standardize the stress stimulation
stage in experiment protocols to better simulate
working environment conditions and responses by
different stress-related categories of people.
Future work has to invest in the direction of the VR
system enhancement and its harmonic cooperation
with commercial sensors. Access to instantaneous
heart rate and HRV features would better enable the
quantification of stress levels. Overall, it is necessary
to detect the right stress indicators in order to design a
more robust system with the capacity to accurately
address the problem of work stress. One of the possible
future expansion of this work could be the design of a
suite of VR serious games for the treatment of chronic
stress or anxiety disorders.
ACKNOWLEDGEMENTS
We have to thank all four volunteers who accepted to
help us during the phase of experiments and also
those who accepted to test the application and gave us
useful feedback via UEQ.
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