## 3 Results
### Questionnaires  
CSOM questionnaires produced statistically significant positive results, which can be seen in Figure 3. All research participants reported a decrease in anxiety, unless it was already 0 in the first CSOM measurement, in which case the value stayed at zero. Nine participants reported a decrease in tension, while one participant reported a slight increase. Three participants reported unchanged values, out of which two had the value 0 in both measurements. Regarding their level of relaxation, ten participants reported an increase, while one participant reported a decrease, and two participants did not change their evaluation regarding that emotion. Finally, eight participants reported an increase in their mental resources and one participant reported a slight decrease, while four participants reported an unchanged level of mental resources. Two dependent variables \(t\)-tests between pre- and post-intervention conditions revealed statistically very significant results regarding _Anxiety \(t\)(11) = \(-\)3.9, p < 0.01_, with a mean change of \(-\)1.31, and _Tension \(t\)(11) = \(-\)3.4, p < 0.01_, with a mean change of \(-\)1.23. Furthermore, statistically significant results were found regarding _Relaxation \(t\)(11) = 2.8, p < 0.05_, with a mean change of +0.92, and _Resources \(t\)(11) = 2.9, p < 0.05_, with a mean change of +0.95. These results indicate that subjective feelings of anxiety and tension decreased, while subjective levels of relaxation and resources increased. In more practical terms, CSOM results indicate a potential for therapeutic use. However, it should be noted that both PSS-10 and CSOM results indicate that the participants represent a user group that is already in a relatively good mental state before using the application, whereas in therapeutic use the target users are likely to be significantly more anxious and stressed out, which limits the applicability of these results. SUXES questionnaire results indicated a good general virtual reality experience which met the expectations of the participants across all questions and even surpassed some of them, as can be seen from Figure 4. When comparing the expectations to experiences, two dependent variables \(t\)-tests between pre- and post-intervention conditions of SUXES  
Figure 3: CSOM results. Bars indicate the means of subjective evaluations of experienced mental states before and after the VR intervention. questionnaires were conducted. Questions _Q1 Adaption to VR, t(11) = 1.8, p = 0.10; Q3 Focus to task, t(11) = -0.18, p = 0.86; Q5 Visual experience, t(11) = 0.61, p = 0.55;_ and _Q6 Auditory experience, t(11) = 0.66, p = 0.45,_ did not reveal statistically significant results with _p \(<\)_ 0.05. However, in _Q2 Immersion of VR, t(11) = 2.7, p < 0.05,_ the change was statistically significant with a mean value of +0.92, and in _Q4 Sensory conformity, t(11) = 2.2, p < 0.05,_ the change was statistically significant with a mean value of +1.00. In practice, this means that participants seem to have been positively surprised about the experienced immersion and sensory conformity while using the application, which is a desired outcome for most virtual reality applications--especially so for one that uses abstract animations and spatial soundscapes as its main functionality. Finally, UEQ+ results indicated relatively good user experience across all used scales. UEQ scale results can have a value between \(-\)3.00 to +3.00. _Attractiveness_ had the highest mean score of +1.96 (\(\pm\)0.88 SD), while the _Usefulness_ scale received a mean score of +1.56 (\(\pm\)0.89 SD). The third scale, _Value_, received a mean score of +1.65 (\(\pm\)0.92 SD). To summarize the questionnaire results, all findings point towards a positive user experience and positive mental health effects. However, it should be noted that most of the participants had only little to no prior experience regarding virtual reality applications, and especially SUXES and UEQ+ results could be different from those of more experienced user groups.