Isabela Granic’s research while affiliated with McMaster University and other places

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Publications (159)


Preparing The Heart for Duty: Virtual Reality Biofeedback in an Arousing Action Game Improves in-action Voluntary Heart Rate Variability Control in Experienced Police
  • Preprint
  • File available

June 2024

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107 Reads

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1 Citation

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Adequate control over evolutionary engrained bodily stress reactions is essential to avoid23 disproportionate responses during highly arousing situations in police. This regulation can be trained24 via heart rate variability (HRV)-biofeedback, a widely used intervention aiming to improve stress25 regulation, but typically conducted under passive, low arousing conditions. We integrated closed26 loop HRV-biofeedback in a newly designed engaging Virtual Reality (VR) action game containing the27 behavioral elements typically compromised under stress. Specifically, we aimed to train in-action28 physiological self-control under high arousal to allow improved transfer to real-life. A pre-registered29 (https://osf.io/cdsbx) quasi-randomized controlled trial in 109 Dutch police trainers demonstrated30 highly significant increases in HRV (32% average), through the engaging and gamified closed loop31 biofeedback. This ability to voluntarily upregulate in-action HRV transferred to game sessions32 without biofeedback (near transfer). Critically, we could additionally demonstrate transfer to a33 professional shooting performance assessment outside VR (far transfer). These results suggest that34 real time-biofeedback in stressful and active action contexts can help train professionals such as35 police in real-life stress regulation

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Heterogeneity in some relationships between social media use and emerging adults’ affective wellbeing

December 2022

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80 Reads

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2 Citations

Current Psychology

Group-level studies of the association between social media use and wellbeing in emerging adults have so far yielded mixed and inconsistent results. As a result, recent research has shifted focus towards assessing potential heterogeneity in social media use relationships in youth. In this preregistered study, we aimed to take previous efforts further by incorporating both subjective and objective data, and by including more specific measures of social media use such as how active emerging adults were on social media, and with whom they interacted. While data resolution issues interfered with some of our analyses, our findings suggest that there is heterogeneity in some but not all of the relationships between social media use and emerging adults’ affective wellbeing.


Visualization, Self-Efficacy, and Locus of Control in a Virtual Reality Biofeedback Video Game for Anxiety Regulation

May 2022

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129 Reads

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5 Citations

Cyberpsychology, Behavior, and Social Networking

The current study aimed to identify specific feedback mechanics and psychological processes that may contribute to positive outcomes in biofeedback applications for anxiety regulation. Specifically, using a dismantling study design, the unique impact of visualizations that directly mirror users' breathing was examined in relation to anxiety regulation as well as locus of control and self-efficacy. Following an anxiety induction, participants (N = 67) were randomly assigned to play one of two variations of a biofeedback video game. In both versions, players' in-game movement was contingent on their breathing; however, the experimental condition additionally included visualizations that directly mirrored players' breathing. Changes in self-reported state anxiety and physiological arousal were measured as well as the level of internal control and self-efficacy participants experienced while playing the game. Results showed that all participants were able to effectively reduce their anxiety and arousal, but no condition differences were found. Implementing mirroring visualizations did not contribute to individuals' ability to self-regulate nor their self-efficacy or locus of control above and beyond receiving feedback based on their in-game movement. Overall, individuals who experienced higher self-efficacy and a stronger internal locus of control were better able to regulate their anxiety, but no clear links were found with changes in self-reported physiological arousal. In light of these results, we recommend the continued exploration of the role of specific design choices and intervention components as well as underlying mechanisms of change in biofeedback interventions, especially pertaining to how individuals perceive themselves and their ability to change.


Operationalization of in-game tasks.
Deep-Breathing Biofeedback Trainability in a Virtual-Reality Action Game: A Single-Case Design Study With Police Trainers

February 2022

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264 Reads

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23 Citations

It is widely recognized that police performance may be hindered by psychophysiological state changes during acute stress. To address the need for awareness and control of these physiological changes, police academies in many countries have implemented Heart-Rate Variability (HRV) biofeedback training. Despite these trainings now being widely delivered in classroom setups, they typically lack the arousing action context needed for successful transfer to the operational field, where officers must apply learned skills, particularly when stress levels rise. The study presented here aimed to address this gap by training physiological control skills in an arousing decision-making context. We developed a Virtual-Reality (VR) breathing-based biofeedback training in which police officers perform deep and slow diaphragmatic breathing in an engaging game-like action context. This VR game consisted of a selective shoot/don’t shoot game designed to assess response inhibition, an impaired capacity in high arousal situations. Biofeedback was provided based on adherence to a slow breathing pace: the slower and deeper the breathing, the less constrained peripheral vision became, facilitating accurate responses to the in-game demands. A total of nine male police trainers completed 10 sessions over a 4-week period as part of a single-case experimental ABAB study-design (i.e., alternating sessions with and without biofeedback). Results showed that eight out of nine participants showed improved breathing control in action, with a positive effect on breathing-induced low frequency HRV, while also improving their in-game behavioral performance. Critically, the breathing-based skill learning transferred to subsequent sessions in which biofeedback was not presented. Importantly, all participants remained highly engaged throughout the training. Altogether, our study showed that our VR environment can be used to train breathing regulation in an arousing and active decision-making context.


Schematic representation of the study design.
An example of a filled-out stimulated recall chart.
Interaction between Time on Social Media and Pre-existing Stress score.
Descriptive statistics.
From Wellbeing to Social Media and Back: A Multi-Method Approach to Assessing the Bi-Directional Relationship Between Wellbeing and Social Media Use

December 2021

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202 Reads

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11 Citations

Literature concerning the relationship between social media use and wellbeing is inconsistent in its findings, and most research has focused on time spent on social media rather than on what emerging adults do there, with whom and why. Here, we investigated whether momentary social stress affects emerging adults’ social media use, and whether this social media use relates to subsequent changes in wellbeing. We implemented a multi-method paradigm utilising objective and self-report data to investigate how social stress relates to how (much) and why emerging adults use social media. We report on findings based on 114 17–25-year-old emerging adults recruited on university campus. Our findings suggest that social stress does not affect adolescents’ subsequent social media use and that there is no relationship between social media use after stress and changes in momentary wellbeing. Our work illustrates the need for detailed approaches in social media and psychological wellbeing research.


Deep-Breathing Biofeedback Trainability in a Virtual-Reality Action Game: A Single-Case Study with Police Trainers

November 2021

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59 Reads

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2 Citations

It is widely recognized that police performance may be hindered by psychophysiological state changes during acute stress. To address the need for awareness and control of these physiological changes, police academies in many countries have implemented Heart-Rate Variability (HRV) biofeedback training. Despite these trainings now being widely delivered in classroom setups, they typically lack the arousing action context needed for successful transfer to the operational field, where officers must apply learned skills, particularly when stress levels rise. The study presented here aimed to address this gap by training physiological control skills in an arousing action context. We developed a Virtual-Reality (VR) breathing-based biofeedback training in which police officers perform deep and slow diaphragmatic breathing in an engaging game-like action context. This VR game consisted of a selective shoot/don’t shoot game designed to assess response inhibition, an impaired capacity in high arousal situations. Biofeedback was provided based on adherence to a slow breathing pace: the slower and deeper the breathing, the less constrained peripheral vision became, facilitating accurate responses to the in-game demands. A total of nine male police trainers completed 10 sessions over a 4-week period as part of a single-case experimental ABAB study-design (i.e., alternating sessions with and without biofeedback). Results showed that eight out of nine participants showed improved breathing control in action, with a positive effect on breathing-induced low frequency HRV, while also improving their in-game behavioral performance. Critically, the breathing-based skill learning transferred to subsequent sessions in which biofeedback was not presented. Importantly, all participants remained highly engaged throughout the training. Altogether, our study showed that our VR environment can be used to train breathing regulation in an arousing action context.


A Game-based Assessment of the Effects of Rejection on Young Adults

October 2021

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51 Reads

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1 Citation

Proceedings of the ACM on Human-Computer Interaction

Rejection consists of a range of behaviors from ignoring another to explicitly excluding someone from an encounter. Currently available experimental tasks have shown that rejection has strong emotional, behavioral, and physical effects, but the tasks have some limitations. We argue that video games can address these limitations and have developed a new experimental task (ScrollQuest) to show the potential of video games as rejection research tools. The primary goal of the present study was to explore the effects of ScrollQuest. We analyzed data from 116 young adults who played both ScrollQuest and the rejection experimental task Cyberball. Playing ScrollQuest had more negative effects on mood, more negative interpretation effects were observed after playing ScrollQuest, and ScrollQuest was perceived as more enjoyable, compared to Cyberball. Our findings suggest that ScrollQuest might be an effective new experimental task to study rejection in a digital environment, but more work is needed to improve ScrollQuest.


Reductions of Anxiety Symptoms, State Anxiety, and Anxious Arousal in Youth Playing the Videogame MindLight Compared to Online Cognitive Behavioral Therapy

August 2021

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204 Reads

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9 Citations

Games for Health Journal

Objective: Anxiety disorders are the most prevalent form of psychopathology among youth. Because demand for treatment far exceeds availability, there is a need for alternative approaches that are accessible, engaging, and incorporate practice to reach as many youth as possible. MindLight is a novel videogame intervention that combines evidence-based anxiety reduction techniques with neurofeedback mechanics that has been shown to reduce anxiety symptoms in youth. This study examined the effectiveness of MindLight compared with online cognitive behavioral therapy (CBT) to replicate and extend those findings by testing the reduction of reactivity to anxiety-eliciting laboratory stressors. Materials and Methods: A randomized controlled trial was conducted with laboratory assessments at pre-intervention, post-intervention, and 3-month follow-up. Participants were 117 anxious youth (66.7% female, 33.3% male; age range: 8.05-15.93 years) who were randomized into MindLight (n = 56) and CBT (n = 60) conditions. Both interventions were completed in five 1-hour sessions within a 3-week period. At each time point, anxiety symptoms were assessed through self-report, and state anxiety and anxious arousal were measured during laboratory stress tasks. Results: All measures of anxiety significantly decreased over time in both conditions (P < 0.05). Moreover, youth in the MindLight condition showed greater pre-to-post reductions in anxiety symptoms compared with youth in the CBT condition (P < 0.05). Conclusion: Findings demonstrate that the effects of MindLight and online CBT are not only associated with reductions in anxiety symptoms, but also impact how youth react to laboratory stressors in the moment. ClinicalTrials.gov Identifier: NCT02326545.



Citations (84)


... Michela et al. (2022) observed trends suggesting that HRVBF might positively affect police officers in virtual combat situations, with improved breathing control and HRV levels. In a more recent study, Michela et al. (2024) did not find a significant correlation between HRVBF and performance measures, which they attributed to the use of simple Go/No-go tasks that may not adequately engage the higher-order cognitive processes influenced by HRV. They suggested that the lack of task complexity and real-world relevance limited the detection of HRVBF's potential effects on performance. ...

Reference:

Can HRV Biofeedback Training Improve the Mental Resilience of Icelandic Police Officers?
Preparing The Heart for Duty: Virtual Reality Biofeedback in an Arousing Action Game Improves in-action Voluntary Heart Rate Variability Control in Experienced Police

... Promisingly for causal inference, many studies have been experimental, comparing the effectiveness of the applied game against other nongame interventions, no treatment, or an alternative game (version). A recent review of randomized controlled trials found benefits for social skills, memory, anxiety, depression and ADHD, and other outcomes (Wols et al., 2024). ...

Effectiveness of applied and casual games for young people's mental health: A systematic review of randomised controlled studies
  • Citing Article
  • March 2024

Clinical Psychology Review

... In addition to being dimension-specific, a growing body of research underscores the person-specific nature of social media's impact on mental health. These relatively new studies track changes within individuals over time, revealing substantial heterogeneity in the effects of social media use on various dimensions of mental health, indicating that its impact is 4 highly variable across individuals [15][16][17] . Importantly, pronounced person-specific effects of social media have also been found on the three dimensions of mental health that the current study focuses on -well-being 18 , self-esteem 19 , and friendship closeness 20 . ...

Heterogeneity in some relationships between social media use and emerging adults’ affective wellbeing

Current Psychology

... (Tinga et al., 2019;Weerdmeester et al., 2021Weerdmeester et al., , 2022, one in Switzerland (Blanke et al., 2022), and one in Taiwan(Lan et al., 2021). Eight studies were published from 2014 to 2020, 3 were published in 2021 and 3 in 2022. ...

Visualization, Self-Efficacy, and Locus of Control in a Virtual Reality Biofeedback Video Game for Anxiety Regulation
  • Citing Article
  • May 2022

Cyberpsychology, Behavior, and Social Networking

... Pinc et al. (2022) found increased self-regulation and improved performance of police officers, measured by decreased HR and fewer procedural failures. Michela et al. (2022) observed trends suggesting that HRVBF might positively affect police officers in virtual combat situations, with improved breathing control and HRV levels. In a more recent study, Michela et al. (2024) did not find a significant correlation between HRVBF and performance measures, which they attributed to the use of simple Go/No-go tasks that may not adequately engage the higher-order cognitive processes influenced by HRV. ...

Deep-Breathing Biofeedback Trainability in a Virtual-Reality Action Game: A Single-Case Design Study With Police Trainers

... The prevalence and the duration of digital media use have increased significantly due to user-experience developments and the diverse expansion of the World Wide Web (Griffioen et al., 2021;Mihelj et al., 2019). Such advancements have contributed to heightened engagement to the extent that individuals may occasionally disconnect from their immediate real-life surroundings and lose their sense of time (Hu et al., 2019). ...

From Wellbeing to Social Media and Back: A Multi-Method Approach to Assessing the Bi-Directional Relationship Between Wellbeing and Social Media Use

... In line with these potential advantages, evidence has suggested that VR breathing interventions may increase relaxation in pre-post designs (Fominykh et al., 2018;Kosunen et al., 2016;Rockstroh et al., 2021) and self-efficacy, both in pre-post designs and in comparisons with non-VR breathing interventions (Rockstroh et al., 2021;van Rooij et al., 2016;Weerdmeester et al., 2021). Additionally, they may reduce anxiety when compared to non-VR breathing interventions, TAU, or in single-case experiments (Bossenbroek et al., 2020;Prabhu et al., 2020;Venuturupalli et al., 2019;Weerdmeester et al., 2021). ...

Supplemental Material for A randomized controlled trial assessing the efficacy of a virtual reality biofeedback video game: Anxiety outcomes and appraisal processes.

Technology Mind and Behavior

... The development of the novel VR paradigm is informed by the limitations of Cyberball, particularly in graphic design, perceived social interaction, and task effectiveness in simulating real peer exclusion experiences [18], as well as by VR theories emphasizing ecological validity and social presence, which posit that increased social interaction within the VR environment enhances attention and emotional response [12]. Consequently, we seek to validate the effects of the VR paradigm by comparing it with the Cyberball exclusion task. ...

A Game-based Assessment of the Effects of Rejection on Young Adults
  • Citing Article
  • October 2021

Proceedings of the ACM on Human-Computer Interaction

... ->No real reward mechanism ->Player exposed to socialisation scenarios NA [34] MindLight Microsoft Xbox 360 [35,55], Windows [49], Not Given for [62,64] Adventure Third Person 3D ...

Reductions of Anxiety Symptoms, State Anxiety, and Anxious Arousal in Youth Playing the Videogame MindLight Compared to Online Cognitive Behavioral Therapy
  • Citing Article
  • August 2021

Games for Health Journal

... For example, the DEEP application immerses users in an ocean environment where they can control their movement by regulating their breathing, which is measured continuously using a chest band. University students with elevated anxiety showed improvements in anxiety symptoms following four sessions using the DEEP application and showed greater levels of engagement and self-efficacy relative to a control condition 142 . ...

A randomized controlled trial assessing the efficacy of a virtual reality biofeedback video game: Anxiety outcomes and appraisal processes.

Technology Mind and Behavior