Show simple item record

dc.contributor.authorYeo, NL
dc.contributor.authorWhite, MP
dc.contributor.authorAlcock, I
dc.contributor.authorGarside, R
dc.contributor.authorDean, SG
dc.contributor.authorSmalley, A
dc.contributor.authorGatersleben, B
dc.date.accessioned2020-10-09T15:15:14Z
dc.date.issued2020-09-28
dc.description.abstractExposure to ‘real’ nature can increase positive affect and decrease negative affect, but direct access is not always possible, e.g. for people in health/care settings who often experience chronic boredom. In these settings ‘virtual’ forms of nature may also have mood-related benefits (e.g. reducing boredom) but it has been difficult to separate effects of nature content from those of delivery mode. The present laboratory-based study explored whether exposure to three different delivery modes of virtual nature could reduce negative affect (including boredom) and/or increase positive affect. Adult volunteer participants (n = 96) took part in a boredom induction task (to simulate the emotional state of many people in health/care settings) before being randomly assigned to view/ interact with a virtual underwater coral reef in one of three experimental conditions: (a) 2D video viewed on a high-definition TV screen; (b) 3600 video VR (360-VR) viewed via a head mounted display (HMD); or (c) interactive computer-generated VR (CG-VR), also viewed via a HMD and interacted with using a hand-held controller. Visual and auditory content was closely matched across conditions with help from the BBC’s Blue Planet II series team. Supporting predictions, virtual exposure to a coral reef reduced boredom and negative affect and increased positive affect and nature connectedness. Although reductions in boredom and negative affect were similar across all three conditions, CG-VR was associated with significantly greater improvements in positive affect than TV, which were mediated by greater experienced presence and increases in nature connectedness. Results improve our understanding of the importance of virtual nature delivery mode and will inform studies in real care settings.en_GB
dc.description.sponsorshipEU Horizon 2020en_GB
dc.identifier.citationArticle 101500en_GB
dc.identifier.doi10.1016/j.jenvp.2020.101500
dc.identifier.grantnumber666773en_GB
dc.identifier.urihttp://hdl.handle.net/10871/123175
dc.language.isoenen_GB
dc.publisherElsevieren_GB
dc.rights© 2020 Published by Elsevier Ltd. Open access under a Creative Commons license: https://creativecommons.org/licenses/by-nc-nd/4.0/ en_GB
dc.subjectMooden_GB
dc.subjectNature connectednessen_GB
dc.subjectExperimenten_GB
dc.subjectBoredomen_GB
dc.subjectImmersive virtual environmentsen_GB
dc.subjectVirtual realityen_GB
dc.titleWhat is the best way of delivering virtual nature for improving mood?: An experimental comparison of high definition TV, 360º video, and computer generated virtual realityen_GB
dc.typeArticleen_GB
dc.date.available2020-10-09T15:15:14Z
dc.identifier.issn0272-4944
exeter.article-number101500en_GB
dc.descriptionThis is the final version. Available on open access from Elsevier via the DOI in this record. en_GB
dc.identifier.eissn1522-9610
dc.identifier.journalJournal of Environmental Psychologyen_GB
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/ en_GB
dcterms.dateAccepted2020-09-24
exeter.funder::European Commissionen_GB
rioxxterms.versionVoRen_GB
rioxxterms.licenseref.startdate2020-09-28
rioxxterms.typeJournal Article/Reviewen_GB
refterms.dateFCD2020-10-09T15:09:22Z
refterms.versionFCDVoR
refterms.dateFOA2020-10-09T15:15:18Z
refterms.panelAen_GB


Files in this item

This item appears in the following Collection(s)

Show simple item record

© 2020 Published by Elsevier Ltd. Open access under a Creative Commons license: https://creativecommons.org/licenses/by-nc-nd/4.0/ 
Except where otherwise noted, this item's licence is described as © 2020 Published by Elsevier Ltd. Open access under a Creative Commons license: https://creativecommons.org/licenses/by-nc-nd/4.0/