| Literature DB >> 35145177 |
Jean-Louis van Gelder1,2, Liza J M Cornet3, Natascha P Zwalua3, Esther C A Mertens3, Job van der Schalk3.
Abstract
In this study, we test an intervention in which convicted offenders interacted with an age-progressed avatar representing their future selves in virtual reality. During the interaction, they reflected on their current lifestyle, alternating between the perspective of their present self and that of their future self. We hypothesized that this embodied experience would increase their ability to imagine themselves in the future and reduce their engagement in self-defeating behavior, as measured with a self-report survey. In line with expectations, results indicated that the interaction increased vividness of the future self compared to baseline and reduced self-defeating behavior, including alcohol use and overspending, one week later. In addition, increases in vividness were associated with a reduction in self-defeating behavior over and above other concepts relating to the future self, including connectedness, similarity, and valence. The results are based on a small sample and should therefore be considered as indicative of the possibilities of our virtual reality paradigm as an intervention tool to reduce self-defeating behavior.Entities:
Year: 2022 PMID: 35145177 PMCID: PMC8831494 DOI: 10.1038/s41598-022-06305-5
Source DB: PubMed Journal: Sci Rep ISSN: 2045-2322 Impact factor: 4.379
Means and SDs of future-self concepts and self-defeating behavior.
| Measure | T1 | T2 | T3 | ηp2 | |||
|---|---|---|---|---|---|---|---|
| Mean | (SD) | Mean | (SD) | Mean | (SD) | ||
| Vividness | 4.1a | (1.6) | 4.6b | (1.6) | 4.5b | (1.4) | 0.11 |
| Connectedness | 3.5a | (2.2) | 3.8a | (1.9) | 3.2a | (1.8) | 0.05 |
| Similarity | 3.7a | (1.8) | 3.8a | (2.0) | 3.1a | (1.8) | 0.05 |
| Valence | 4.1a | (0.8) | 4.1a | (0.9) | 4.2a | (0.8) | 0.02 |
| 3.3† | (1.7) | 2.8† | (2.2) | 0.11 | |||
| 5.2a,b | (0.7) | 5.3a | (0.8) | 4.9b | (1.0) | 0.22 | |
In total, 24 participants completed T1 and T2; 21 participants completed T3.
Means within the same row that do not share the same superscript are significantly different at p < 0.05.
†Denotes a non-significant trend at p < 0.10.
Regression model predicting change in self-defeating behavior from T1 to T3.
| B | SE B | 95% CI | Collinearity | |||||
|---|---|---|---|---|---|---|---|---|
| LL | UL | Tolerance | VIF | |||||
| Constant | − 0.226 | 0.386 | ||||||
| Δ Vividness | − 1.168 | 0.395 | − 0.582 | 0.009 | − 2.005 | − 0.331 | 0.901 | 1.11 |
| Δ Connectedness | 0.138 | 0.179 | 0.148 | 0.452 | − 0.241 | 0.516 | 0.948 | 1.054 |
| Δ Similarity | 0.033 | 0.176 | 0.036 | 0.852 | − 0.339 | 0.406 | 0.961 | 1.041 |
| Δ Valence | 2.517 | 0.942 | 0.537 | 0.017 | 0.520 | 4.514 | 0.865 | 1.156 |
CI confidence interval, LL lower limit, UL upper limit.
Figure 1Box plots of questionnaire scores on the four VR experience measures (engagement, presence, physical embodiment of the present self, and cognitive embodiment of the future self). The value of 4 represents the mid-point of the scale (e.g., neither agree, nor disagree).
Figure 2Avatar creation process. (A) Source image; (B) digital avatar version reflecting present self; (C) aged avatar version reflecting Future Self. Informed consent was obtained from the participant for publishing their image.
Figure 3Impressions of the virtual reality environment in which the present self (PS) (left) interacts with his Future Self (FS) avatar (right). The mirrors at the far end of the table serve to foster virtual embodiment. Pushing the blue levers on either side of the table activates the ‘time machine’ to switch perspective from the PS to the FS or vice versa.