VR audiences raise subjective distress but not physiological arousal or stuttering frequency in adult males who stutter

Brundage SB et al. · 2016 · Journal of Fluency Disorders · Experimental · n = 10 · Adult males who stutter · DOI
Evidence certainty: Very low certainty
How this was rated

Small within-subjects experimental study (n=10), all adult males who stutter, from a single geographic recruitment area. Single-session design with no follow-up; the two VR conditions were intentionally minimally differentiated (same room, audience present vs absent). Statistical comparisons used Bonferroni-corrected significance threshold of 0.012 (0.05/4 measures), under which SCL% (raw p=0.02) is reported as non-significant. Findings are informative but require replication in larger, more diverse samples (including women and individuals with higher FNE).

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Ten adult males who stutter delivered impromptu speeches in a virtual audience and an empty virtual room. Subjective distress (SUDS) was significantly higher in the audience condition - but heart rate, skin conductance, and stuttering frequency did NOT differ between conditions, producing a dissociation between subjective and objective markers of distress in this VR setting.

Clinical bottom line

A small within-subjects study (n=10 adult males who stutter) showing that a virtual audience reliably elevates self-rated distress over an empty virtual room but does NOT change heart rate, skin conductance, or stuttering frequency. Unlike the same authors' earlier work where a challenging vs supportive virtual job interview affected stuttering frequency (Brundage et al., 2006), this study found that audience presence vs absence modulated only the subjective channel. The subjective-objective dissociation is the central finding.

Key findings

  • Self-rated SUDS was significantly higher in the VR Audience condition than the VR Empty Room (median 30.0 vs 20.0; W = 36, p = 0.011 against a Bonferroni-corrected threshold of 0.012; medium effect size r = 0.57)
  • Heart rate (HR%) did NOT differ between conditions (W = 39, p = 0.24); median percent change from baseline was -1.73 (Audience) vs -0.46 (Empty Room)
  • Skin conductance (SCL%) did NOT reach the corrected significance threshold (W = 6, raw p = 0.02; corrected threshold 0.012); median percent change from baseline was 11.18 (Audience) vs 6.95 (Empty Room) - the direction was as expected but variability was high
  • Percentage of stuttered words (%SW) did NOT differ between conditions (W = 17, p = 0.29); median 4.35 (Audience) vs 5.03 (Empty Room)
  • Within each condition, SUDS was NOT significantly correlated with HR% or SCL%, and %SW was NOT correlated with SUDS, HR%, or SCL% - further evidence of subjective-objective asynchrony
  • SUDS ratings did NOT differ significantly across the four one-minute time points within each speech (Bonferroni-corrected); the authors used the post-1-minute SUDS for between-condition analyzes

Background

Studies of arousal in adults who stutter have used multiple measurement channels - subjective self-report (e.g., SUDS), autonomic-nervous-system measures such as heart rate (HR) and skin conductance level (SCL), and HPA-axis measures such as cortisol. Across the broader social-anxiety literature, these channels do not always agree: socially anxious individuals giving speeches often report increased subjective distress without corresponding increases in HR. Prior work with adults who stutter using virtual environments (Brundage et al., 2006; Brundage & Hancock, 2015; Brundage et al., 2007) had collected self-reports and behavioral measures but not physiological reactivity during the VR tasks themselves. This study set out to fill that gap by collecting subjective and objective measures simultaneously during VR speaking tasks.

What the researchers did

Ten adult males who stutter (median age 26, range 18-51) were recruited from speech and hearing clinics and local National Stuttering Association support groups in the Metropolitan Washington, DC area. Participants completed the SSI-4, OASES, S-24, FNE, and STAI-T self-rating scales before the speaking tasks. A certified speech-language pathologist verified the presence of stuttering.

Three virtual reality environments developed by Virtually Better, Inc. were used: an orientation environment (driver’s seat of a virtual parked car with ambient sounds) and two experimental environments - a Virtual Audience (~30 seated listeners, varied ethnicity, both sexes, in a medium-sized room; participant standing behind a virtual podium) and a Virtual Empty Room (the same room with empty chairs). The researcher could trigger audience reactions via keyboard hot keys (whispering, yawning, puzzled facial expressions, falling asleep, slight head-nodding); each participant experienced exactly one whispering event and one falling-asleep event at similar time points during their speech. VR equipment was a Dell Precision 390 desktop, eMagin Z800 head-mounted display, and noise-cancelling headphones.

Physiological data were recorded with a BIOPAC MP150 system running AcqKnowledge 4.1: heart rate from electrocardiogram leads on the right wrist and left ankle; skin conductance level from electrodes on the middle and index fingers of the right hand. Baseline HR and SCL were calculated from 30-second silent intervals between repeated readings of the Grandfather Passage, and percent-change-from-baseline (HR% and SCL%) was computed in 10-second increments throughout each 4-minute speech.

Each participant gave two 4-minute speeches (counterbalanced order: half audience-first, half empty-room-first) on generic topics (favorite restaurants, sports, hobbies, books) that were not known in advance and required no preparation. During each speech, participants reported their subjective distress using the Subjective Units of Distress Scale (SUDS; 0 = extremely calm, 100 = extreme amount of distress) at one-minute intervals - four SUDS ratings per speech. Stuttering frequency was coded post-hoc from audio recordings by a research assistant using CLAN/CHAT conventions; inter-judge agreement was 92.7%.

Statistical analysis used non-parametric Wilcoxon signed-ranks tests (due to non-normal distributions) with a Bonferroni-corrected significance threshold of 0.012 (0.05/4 comparisons across SUDS, HR%, SCL%, %SW).

What they found

SUDS ratings were significantly higher in the Virtual Audience condition than the Virtual Empty Room (median 30.0 vs 20.0; W = 36, p = 0.011 against the corrected 0.012 threshold; medium effect size r = 0.57). SUDS ratings did not differ significantly across the four minute-by-minute time points within each speech, so the authors used the post-1-minute SUDS for the between-condition analyzes.

Neither physiological measure reached significance. HR% (median -1.73 Audience vs -0.46 Empty Room; W = 39, p = 0.24) showed no difference. SCL% (median 11.18 Audience vs 6.95 Empty Room; W = 6, raw p = 0.02) was in the expected direction (higher with audience) but did not reach the Bonferroni-corrected threshold of 0.012; the authors note “considerable variability in the SCL measure across participants.”

Stuttering frequency (%SW) did not differ between conditions (median 4.35 Audience vs 5.03 Empty Room; W = 17, p = 0.29).

Within each condition, the authors examined whether subjective and objective measures tracked one another. They did not: in the Audience condition, SUDS was not significantly correlated with HR% (rho = 0.32, p = 0.37) or SCL% (rho = 0.30, p = 0.40); in the Empty Room condition, the corresponding correlations were also non-significant (HR% rho = 0.17 p = 0.65; SCL% rho = 0.49 p = 0.15). Stuttering frequency was also not significantly correlated with SUDS, HR%, or SCL% in either condition.

The headline result is therefore a clear subjective-objective dissociation: the virtual audience reliably elevated self-reported distress (with a medium effect size and at the corrected significance threshold) but produced no corresponding change in autonomic arousal or stuttering frequency.

Why this matters

The dissociation argues against relying solely on physiological biofeedback or %SS counts to gauge clinical response to a VR audience exposure: a clinician using only objective metrics could conclude the audience condition had no effect, when in fact the client experienced substantially more distress. The authors propose that VR audiences may be particularly well suited to interventions that target the subjective, avoidance, and acceptance dimensions of stuttering (e.g., Van Riper or Sheehan-style avoidance reduction), where the SUDS-channel responsiveness shown here is the relevant outcome.

The paper also adds a methodological data point to a broader pattern in the social-anxiety literature: subjective and objective channels often diverge during speaking tasks, and one’s cognitions about a speaking situation may not match the body’s response. Both should be measured to characterize a client’s full reactivity profile.

Limitations

The authors explicitly flag the following in their discussion:

Implications for practice

The reliable subjective-distress effect alongside null findings on heart rate, skin conductance, and stuttering frequency suggests that VR speaking environments may be particularly well suited to interventions targeting the emotional/avoidance side of stuttering (e.g., Van Riper or Sheehan-type avoidance-reduction approaches, ACT-based work). The dissociation also argues against using physiological biofeedback alone as a treatment-progress proxy: a clinician relying solely on HR or SCL might conclude an audience exposure had no effect, missing the substantial subjective distress the client experienced.

Editorial notes from withVR

Where this connects to Therapy withVR

The study above is independent research and does not endorse any product. The notes below are commentary from withVR on how the themes in this research relate to features of Therapy withVR. The research findings are not claims about Therapy withVR.

Auditorium Environment

This study measured physiological stress responses in a virtual audience setting - Therapy withVR's Auditorium creates the same type of high-pressure speaking context.

Graded Complexity

Clinicians can adjust audience size, avatar emotions, and environmental sounds to create the graduated exposure levels this research supports.

Cite this study

If you reference this study in your work, the canonical citation formats are:

APA 7th
Brundage, S. B., Brinton, J. M., & Hancock, A. B. (2016). Utility of virtual reality environments to examine physiological reactivity and subjective distress in adults who stutter. Journal of Fluency Disorders. https://doi.org/10.1016/j.jfludis.2016.10.001.
AMA 11th
Brundage SB, Brinton JM, Hancock AB. Utility of virtual reality environments to examine physiological reactivity and subjective distress in adults who stutter. Journal of Fluency Disorders. 2016. doi:10.1016/j.jfludis.2016.10.001.
BibTeX
@article{brundage2016,
  author = {Brundage, S. B. and Brinton, J. M. and Hancock, A. B.},
  title = {Utility of virtual reality environments to examine physiological reactivity and subjective distress in adults who stutter},
  journal = {Journal of Fluency Disorders},
  year = {2016},
  doi = {10.1016/j.jfludis.2016.10.001},
  url = {https://withvr.app/evidence/studies/brundage-2016}
}
RIS
TY  - JOUR
AU  - Brundage, S. B.
AU  - Brinton, J. M.
AU  - Hancock, A. B.
TI  - Utility of virtual reality environments to examine physiological reactivity and subjective distress in adults who stutter
JO  - Journal of Fluency Disorders
PY  - 2016
DO  - 10.1016/j.jfludis.2016.10.001
UR  - https://withvr.app/evidence/studies/brundage-2016
ER  - 

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Funding & independence

From the paper's own Acknowledgements: 'This research was completed in partial fulfilment of the second author's master's degree in Speech and Hearing Science at George Washington University. This research was supported by travel funds to the second author and by a grant to the first author from the University Facilitating Fund. We thank the National Stuttering Association for assistance with participant recruitment.' The paper does NOT acknowledge any commercial funding. The three virtual reality environments used in this study (orientation car, virtual audience, virtual empty room) were developed by Virtually Better, Inc. (Decatur, GA) - a commercial VR-software vendor; the figures of the virtual audience and empty room carry '© Virtually Better, Inc.' Unlike Brundage's earlier publications (Brundage, Graap et al., 2006; Brundage, 2007), no Virtually Better personnel are co-authors on this paper, and there is no NIH SBIR grant to Virtually Better acknowledged. Brundage's prior academic-industry relationship with Virtually Better (PI on NIH grant R41 DC006970 to Virtually Better) is relevant background context but does not apply to this specific study's funding. No withVR BV involvement in funding, study design, or authorship. Summary prepared independently by withVR using the published paper.

Last reviewed: 2026-05-12 Next review due: 2027-04-21 Reviewed by: Gareth Walkom