The aim of the present study was to assess the effect of a stressful sports situation (a downhill cycling race) on physiological and subjective markers of stress, according to different levels of immersion and the varying expertise of the participants. Overall, VR immersion yielded greater effects than SCREEN, both in terms of physiological and subjective markers. Moreover, greater effects of immersion were observed in control participants (CONTROL) than in cyclists (CYCLISTS). Regardless of the group, the greatest effect on objective and subjective markers of stress was found when VR was combined with the ergometer (ERG-VR).
4.1. Autonomic Nervous System
Cardiovascular dynamics and skin conductance were affected by VR immersion in both positions (Fig. 2). Although posture (from SIT to ERG) greatly affected cardiovascular markers, adding VR still led to an increase in HR in each condition, ranging from 2 to 9% over resting, proportional to the degree of immersion (SIT-S > SIT-VR > ERG-S > ERG-VR) (Fig. 2b). The RMSSD was also influenced, with a significant drop in both groups, but only in the ERG position (Fig. 2d). On the other hand, the RR intervals did not seem to be affected by VR, but rather by position (Fig. 2c), and GSR seemed to be influenced by the degree of immersion only in CONTROL, with a gradual increase in GSR (Fig. 2a). This dynamic of ANS cardiovascular markers has previously been observed in the literature. When used for relaxation and/or stress remediation purposes, VR can modulate anxiety and stress, although to a lesser extent than other methods such as biofeedback (Blum et al., 2019; Kim et al., 2021). Previous studies have noted similar kinetics on GSR when VR was applied during exercise, although this was explained more by physical activity than by the immersion itself (Peterson et al., 2018). However, previous works found lower levels of skin conductance in passive immersion (Simeonov et al., 2005). Given that our experiment was performed in a passive mode, to prevent contamination by exercise effects, an increase in sympathetic activity may have resulted from increased physiological stress.
However, this stress induction appeared to be different across groups and conditions. Overall, CYCLISTS reacted less to immersion than CONTROLS. Moreover, RR intervals were greater in both VR conditions, than in REST (Fig. 2c). RMSSD was greater or equal in SIT-VR than in SIT-REST and SIT-S (Fig. 2d). These controversial results might be explained by the quality of immersion, i.e. the conditions that most help participants to feel immersed, and required to induce any emotional state (Aganov et al., 2020). Quality will influence the degree of immersion, representing the degree of realism of the VR (visual display, position, etc.). The degree of immersion has an impact on the physiological and psychological responses expected in VR (Felnhofer et al., 2015; Riva et al., 2007). The greater the degree of immersion, the closer the response is to reality. When VR is used as a relaxation tool, the enhanced immersion achieved by wearing a headset leads to higher HRV, lower HR, and higher RMSSD, all reflecting an increase in parasympathetic activity, inferring a state of relaxation (Aganov et al., 2020). One of our indicators of quality immersion is HR (Fig. 2b), whose increasing linear relationship with the degree of immersion is evidence of stress induced by VR, and by extension showed the degree and quality of the present immersion. The degree of immersion remains an important factor for the effectiveness of the intervention, mainly because it increases the sense of presence. The sense of presence, defined by the feeling of being inside the virtual environment, is necessary for the emergence of the emotions sought in immersion (Riva et al., 2007). Previous studies have demonstrated the importance of this factor (Blum et al., 2019; Pallavicini et al., 2018). Finally, the time spent in the immersive environment also impacts the induction of stress. Indeed, cardiovascular markers were shown to be more affected by VR for longer durations of immersion, of up to one hour (Malińska et al., 2015). This may explain the lack of difference between conditions in the present study for some markers, such as RR intervals, which may need a longer exposure to VR.
4.2. Muscular activity
As can be expected, greater muscle activity was found in ERG than in SIT conditions for the four muscles measured. Indeed, maintaining the posture on the bike obviously required a certain level of activity of those muscles, chosen for their involvement in the cycling posture. However, there was a level-of-immersion effect on LP and TRAP, ranging from a + 2.6% to a + 119.15% increase in activity compared to rest, and a group effect on BB activity.
Although there is very little literature about upper limb activation during actual cycling, it is known that cycling vibrations impact upper limb kinematics (Viellehner & Potthast, 2022), and pedaling intensity modulates upper body muscle responses (Yoon et al., 2023).
In the present study, the increase in EMG activity from SIT to ERG condition thus originated from the change of position rather than the immersion effect. Muscular stress induced by ERG conditions (Fig. 3) can be explained by the common neural control of upper and lower body muscles (Laine et al., 2021).
In ERG conditions, the degree of immersion seemed to affect only the CONTROL group on the LP, and TB (Fig. 3a, b). In CYCLISTS, only the TRAP muscle was affected by VR in the ERG position, as compared to ERG-REST. Overall, stress may then activate the motor system, as a result of increased muscle tension. An increase in TRAP muscle activity by 15% as compared to rest has been shown to reflect mental activity, i.e. by practicing repeated Stroop test (Wijsman et al., 2013). Therefore, the present study raised the hypothesis that in cyclists, the increase in TRAP activity may reflect increased mental work in the ERG-VR condition, caused by mental simulation of the action. On the contrary, the greater TRAP muscle activity in CONTROL, as well as in the BB muscle, may result more from a lack of habituation to the cycling position.
4.3. Subjective markers
At a subjective level, the position did not affect perceived stress, fear of speed or nausea. Only the fear of falling was influenced by the position, with a score in VAS ERG-VR that was higher than in the SIT-VR condition (Fig. 4a, b, d). The CYCLIST group was affected by the most immersive situation, i.e. Erg-VR. The group x condition interaction demonstrated that CONTROL participants were more affected by condition, with a maximal score in ERG-VR in all VAS, while CYCLISTS seemed less affected, except for nausea (Fig. 4c). Overall, it should be noted that all VAS scores were quite low, since the maximum was 3 out of 10.
Usually, it is acknowledged that subjective emotions in VR are related to the sense of presence (Riva et al., 2007). This sense increases as soon as participants are able to see their body (a virtual representation of it), whether it is in the first-person point of view (POV) or the third person. A previous study demonstrated that performances (grasping and throwing a ball) were not different when performed under a virtual third-person POV than under real conditions (Pastel et al., 2020). However, first person POV creates a greater sense of presence by bringing the participant closer to reality (Burin et al., 2019, 2020). Indeed, it increases the sense of self-ownership and self-agency in immersion (Gallagher, 2000). Therefore, contrary to motor performance, when it comes to recreating a stressful environment, first-person POV could be recommended. In the present study, the use of first-person POV may have increased the realism of the situation, despite the passive aspect of watching a pre-recorded race.
The lower effects of immersion in CYCLISTS as compared to CONTROL can be explained mainly by prior experience of the situation. In 2021, Hu et al. demonstrated that VR training increases energy expenditure, while also increasing perceived pleasure and, above all, lowering perceived fatigue (Hu et al., 2021). The reduction in fatigue is thought to be a consequence of the increase in pleasure induced by VR. Stress perceived in VR can affect cognitive functions, as shown by an increase in cognitive flexibility when VR provokes mild stress (Delahaye et al., 2015). Cognitive flexibility is the ability to adapt to a situation (Dajani & Uddin, 2015). VR would thus provide optimal arousal enabling improved performance (Martens & Landers, 1970).
A sensation of nausea was perceived by all participants, with an increase in VR conditions compared to SCREEN (Fig. 4d; ERG-VR > ERG-S and SIT-VR > S). Most of this nausea may be the result of cybersickness, namely the discomfort induced by virtual environments (LaViola, 2000). It is often characterized by headaches, dizziness, eye strain, vomiting, nausea and even malaise. There is much theorizing about the origins of this discomfort, but the most widely held theory is that cybersickness arises from a sensory conflict, i.e. a paradox between what is observed (the body in motion) and body immobility (Davis et al., 2014). As this discomfort triggers activation of the central nervous system, it could represent per se a factor that modulates the subjective and physiological markers of stress.
4.4. Study limitations & perspectives
One of the limitations of this study is the lack of measurement of cybersickness. The SSQ (Simulator Sickness Questionnaire) can be used to detect sufferers (Kennedy et al., 1993). Furthermore, the lack of a proper analysis of the sense of presence in the present study, for example through a validated questionnaire, may also limit the interpretation of our results. The choice to use a simple and quick visual analog scale for these markers was made based on the multiplication of conditions in the same experimental session, and the time that would have been required to complete a full questionnaire. Finally, performing all four conditions (6 with resting measurements) on the same day may also have led to contamination from one situation to another. In this regard, randomization of the order of the conditions may limit this bias, although this could lead to under-estimation of the stress effect of each condition on average.
In terms of perspectives, it would be interesting to perform this experiment while the participant is actually interacting with the virtual environment by being able to pedal and/or brake when necessary. In the present protocol, this possibility was excluded by using passive immersion to avoid the contamination of physiological markers with movements and exercise effects. However, it is known that immersion effects on brain dynamics are greater when the participant can interact with the virtual environment (Djebbara et al., 2019). To this end, a target intensity or power can be used to control the exerted effort.