Literature DB >> 31994786

Subjective experience of paranoid ideation in a virtual reality social environment: A mixed methods cross-sectional study.

Simon Riches1,2,3, Leanne Bird2,4, Narelle Chan1, Philippa Garety1,2, Mar Rus-Calafell1,2, Lucia Valmaggia1,2.   

Abstract

Virtual reality-assisted cognitive-behavioural therapy (VR-CBT) has potential to support people who experience paranoid ideation in social settings. However, virtual reality (VR) research using overt social environments is limited, and lack of qualitative studies on paranoid ideation in VR restricts understanding. This study aimed to use predominantly qualitative methods to investigate subjective experience of paranoia in VR and identify target domains for VR-CBT. Participants (N = 36) were non-clinical adults with high trait paranoia, who entered an interactive VR bar-room environment. After VR, they participated in brief audiotaped semi-structured interviews designed for measuring persecutory ideation in virtual environments. Researchers scored transcripts on the Comprehensive Assessment of At-Risk Mental States Non-Bizarre Ideas Global Rating Scale to rate the state paranoia represented by interview content. Thematic analysis of interviews employed superordinate themes of Social Evaluative Concerns, Ideas of Reference, and Ideas of Persecution to investigate participants' experience of paranoia. Mean score on the Non-Bizarre Ideas scale was 3.06 (standard deviation 1.24, range 1-6), indicating "moderate" attenuated-paranoid experiences. Nearly all participants reported Social Evaluative Concerns (N = 35) and Ideas of Reference (N = 32); half reported Ideas of Persecution (N = 19). Twelve subthemes were identified. Notably, participants believed they did not belong in the environment (N = 31), that they were the object of discussion (N = 20), and that they felt avatars were unfriendly (N = 27) and intentionally rejected them (N = 13). Subthemes reflect interpersonal and social processes that may constitute target areas for VR-CBT, for example, cognitive appraisals and social skills. Identification of these domains indicates how personalized VR-CBT may be operationalized.
© 2020 John Wiley & Sons, Ltd.

Entities:  

Keywords:  paranoia; paranoid ideation; psychosis; qualitative research; social performance; virtual reality

Mesh:

Year:  2020        PMID: 31994786     DOI: 10.1002/cpp.2431

Source DB:  PubMed          Journal:  Clin Psychol Psychother        ISSN: 1063-3995


  4 in total

1.  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

2.  Self-observation of a virtual body-double engaged in social interaction reduces persecutory thoughts.

Authors:  Geoffrey Gorisse; Gizem Senel; Domna Banakou; Alejandro Beacco; Ramon Oliva; Daniel Freeman; Mel Slater
Journal:  Sci Rep       Date:  2021-12-14       Impact factor: 4.379

3.  The Application of Virtual Reality Technology in Sports Psychology: Theory, Practice, and Prospect.

Authors:  Yu Liu; Shuang Li; JunRu Guo; GuoLiang Chai; ChunMei Cao
Journal:  Comput Intell Neurosci       Date:  2022-08-11

4.  Reduction in social learning and increased policy uncertainty about harmful intent is associated with pre-existing paranoid beliefs: Evidence from modelling a modified serial dictator game.

Authors:  Joseph M Barnby; Vaughan Bell; Mitul A Mehta; Michael Moutoussis
Journal:  PLoS Comput Biol       Date:  2020-10-15       Impact factor: 4.475

  4 in total

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