VR-Mediated Cognitive Defusion: A Comparative Study for Managing Negative Thoughts
Kento Shigyo, Yifan Cao, Kentaro Takahira, Mingming Fan, Huamin Qu
Abstract
The growing prevalence of psychological disorders underscores the critical importance of mental health research in today's society. In psychotherapy, particularly Acceptance and Commitment Therapy (ACT), cognitive exercises employing mental imagery are used to manage negative thoughts. However, the challenge of maintaining vivid imagery diminishes their therapeutic effectiveness. Virtual reality (VR) offers untapped potential for increasing engagement and therapeutic efficacy. However, there is still a gap in exploration regarding how to effectively leverage the potential of VR to enhance traditional cognitive exercises with mental imagery. This study investigates the effective HCI design and the comparative efficacy of a VR-mediated exercise for promoting cognitive defusion to address negative thoughts grounded in ACT. Using a co-design approach with clinicians and potential users of postgraduate students, we developed a VR system that materializes negative thoughts into tangible objects. This allows users to visually modify and transpose these objects onto a surface, facilitating mental detachment from negative thoughts. In an evaluation study with 20 non-clinical participants, divided into VR and mental imagery groups, we assessed the impact of the cognitive defusion exercise on their perception of negative thoughts and psychological measures using standardized questionnaires. Results show improvement in both groups, with significant enhancements in negative thought perception and mental detachment from negative thoughts exclusively in the VR group, whereas the mental imagery group did not demonstrate significant changes. Interviews emphasize the VR's capability to present vivid visualizations of negative thoughts effortlessly, highlighting its effectiveness and engagement in psychotherapy to facilitate cognitive exercises.
Ask about this paper
Your agent reads all of it.
Lune indexed this paper to the last equation, along with the top-tier papers that cite it. Ask a question and the answer quotes them.
Builds on2
- Elements of XR Prototyping: Characterizing the Role and Use of Prototypes in Augmented and Virtual Reality DesignVeronika Krauß, Michael Nebeling, Florian Jasche, Alexander BodenCHI 2022 · 32 citations
- SelVReflect: A Guided VR Experience Fostering Reflection on Personal ChallengesNadine Wagener, Leon Reicherts, Nima Zargham, Natalia Bartlomiejczyk et al.CHI 2023 · 32 citations
Related papers
- 'I Call Upon a Friend': Virtual Reality-Based Supports for Cognitive Reappraisal Identified through Co-designing with AdolescentsAlexandra Kitson, Alissa Nicole Antle, Sadhbh Kenny, Ashu Adhikari et al.CHI 2024 · 11 citations
- Supporting Self-Injury Recovery: The Potential for Virtual Reality InterventionKaylee Payne Kruzan, Janis Whitlock, Natalya N. Bazarova, Katherine D. Miller et al.CHI 2020 · 14 citations
- Enhancing Consumer Insights Through VR Metaphor ElicitationSai Priya Jyothula, Andrew E. JohnsonIEEE VR 2025
- Are Embodied Avatars Harmful to our Self-Experience? The Impact of Virtual Embodiment on Body AwarenessNina Döllinger, Erik Wolf, Mario Botsch, Marc Erich Latoschik et al.CHI 2023 · 34 citations
- 'Can I Decorate My Teeth With Diamonds?': Exploring Multi-Stakeholder Perspectives on Using VR to Reduce Children's Dental AnxietyYaxuan Mao, Yanheng Li, Duo Gong, Pengcheng An et al.CSCW 2025 · 4 citations
