Literature DB >> 27939053

Experimental variation of social stress in virtual reality - Feasibility and first results in patients with psychotic disorders.

Klaus Hesse1, Philipp A Schroeder2, Jonathan Scheeff3, Stefan Klingberg2, Christian Plewnia2.   

Abstract

BACKGROUND AND OBJECTIVES: Social interaction might lead to increased stress levels in patients with psychotic disorders. Impaired social stress tolerance is critical for social functioning and closely linked with symptom relapse and hospitalization. We present an interactive office built-up in virtual reality (VR).
METHODS: Patients with psychotic disorders (PP, N = 26 including N = 5 dropouts) and matched healthy controls (HC, N = 20) were examined with a VR simulating an open-plan office. In a randomized, controlled cross-over design, participants were introduced to virtual co-workers (avatars) and requested to ask them for task assistance. Social feedback in each of the two sessions was either cooperative or rejective in randomized order.
RESULTS: The office environment was tolerable for most PP and all HC, five PP and none of the HC dropped out for any reason. Drop-outs reported simulator sickness, influence on thoughts and symptom exacerbations. Statistical trends indicated heightened paranoid ideations for PP after social rejection. State measures of paranoid ideations showed high convergent validity with conventional measures of delusions. Of note, measures of presence were higher for PP than for HC. LIMITATIONS: The exploratory design limits the robustness of the findings. Only statistical trends on paranoid ideation were found.
CONCLUSION: The use of VR to assess the effects of social rejection is feasible and tolerable for most PP (87%). However, its implementation for PP is challenged by increased simulator sickness and an additional stress load for some patients. Further studies continuing on these first results that point towards an increased paranoid ideation evoked by negative social feedback and generally higher subjective presence are needed.
Copyright © 2016 Elsevier Ltd. All rights reserved.

Entities:  

Keywords:  Immersive virtual environment; Paranoia; Presence; Schizophrenia; VR; n-back

Mesh:

Year:  2016        PMID: 27939053     DOI: 10.1016/j.jbtep.2016.11.006

Source DB:  PubMed          Journal:  J Behav Ther Exp Psychiatry        ISSN: 0005-7916


  5 in total

1.  Too Real to Be Virtual: Autonomic and EEG Responses to Extreme Stress Scenarios in Virtual Reality.

Authors:  Kirill A Fadeev; Alexey S Smirnov; Olga P Zhigalova; Polina S Bazhina; Alexey V Tumialis; Kirill S Golokhvast
Journal:  Behav Neurol       Date:  2020-03-12       Impact factor: 3.342

Review 2.  Computer-Controlled Virtual Humans in Patient-Facing Systems: Systematic Review and Meta-Analysis.

Authors:  Debaleena Chattopadhyay; Tengteng Ma; Hasti Sharifi; Pamela Martyn-Nemeth
Journal:  J Med Internet Res       Date:  2020-07-30       Impact factor: 5.428

Review 3.  Digital Technologies for Schizophrenia Management: A Descriptive Review.

Authors:  Olga Chivilgina; Bernice S Elger; Fabrice Jotterand
Journal:  Sci Eng Ethics       Date:  2021-04-09       Impact factor: 3.525

4.  Use of Virtual Reality in Psychiatric Diagnostic Assessments: A Systematic Review.

Authors:  Chris N W Geraets; Märta Wallinius; Kristina Sygel
Journal:  Front Psychiatry       Date:  2022-02-28       Impact factor: 4.157

Review 5.  Therapeutic Use of VR Serious Games in the Treatment of Negative Schizophrenia Symptoms: A Systematic Review.

Authors:  Beatriz Miranda; Pedro Miguel Moreira; Luís Romero; Paula Alexandra Rego
Journal:  Healthcare (Basel)       Date:  2022-08-09
  5 in total

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