| Literature DB >> 35522625 |
Sylvia Terbeck1, Chloe Case1, Joshua Turner2, Victoria Spencer2, Alison Bacon2, Charles Howard2, Ian S Howard3.
Abstract
Assessing levels of aggression-specifically reactive violence-has been a challenge in the past, since individuals might be reluctant to self-report aggressive tendencies. Furthermore, experimental studies often lack ecological validity. Immersive Virtual Reality (IVR) offers a reliable, ethically safe environment, and is the most realistic virtual simulation method currently available. It allows researchers to test participants' aggressive responses to realistic provocations from virtual humans. In the current study, 116 participants completed our IVR aggression task, in which they encountered avatars who would either approach them in a friendly or provocative fashion. Participants had the option either to shake hands or hit the virtual human, in congruent and incongruent trials. In congruent trials, the response required of the participant matched the approach with the avatar (e.g., hitting the avatar after provocation). In incongruent trials there was a mismatch between the avatars approach and the participants required response. Congruent trials were designed to measure the immediate reaction towards the virtual human, and incongruent trials to assess response inhibition. Additionally, participants also completed traditional questionnaire-based measures of aggression, as well as reporting their past violent behaviour. We found that the immediate aggressive responses in the IVR task correlated with the established questionnaire measures (convergent validity), and we found that the IVR task was a stronger predictor of past violent behaviour than traditional measures (discriminant validity). This suggests that IVR might be an effective way to assess aggressive behaviour in a more indirect, but realistic manner, than current questionnaire assessment.Entities:
Mesh:
Year: 2022 PMID: 35522625 PMCID: PMC9075670 DOI: 10.1371/journal.pone.0268191
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.752
Fig 1Illustrations of the IVR task.
Panel A shows the street that the participant’s avatar walks down. Panel B & C Close up of the virtual agents that require a response from the participant. Panel D Participant generating an aggressive action from their avatar and hitting a victual agent.
Blocks in the IVR task.
The table rows show the 4 experimental conditions. The condition column indicates the 4 possible combinations of anti-social and pro-social behaviour in congruent and incongruent scenarios. Note that we termed both responses to the incongruent trials as response inhibition due to the incongruent nature of the responses. The Avatar behaviour column shows anti-social avatar behaviour is aggressive, whereas pro-social behaviour is friendly. The Participant’s Instruction to Act column indicates how the participant is asked to behave for each experimental condition. The construct to assess column indicates the relevance of the response time in each condition.
| Condition | Avatar Behaviour | Participant’s Instruction to Act | Construct assessed |
|---|---|---|---|
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| Aggressive | Aggressive | Response time: Aggressive response following provocation |
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| Friendly | Friendly | Response time: Friendly response following friendly approach |
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| Aggressive | Friendly | Response time: Response inhibition following provocation |
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| Friendly | Aggressive | Response time: Response inhibition following friendly approach |
Fig 2Response time differences during the different conditions in the IVR task.
Bar height indicates the mean response time and the error bars indicate +/− the standard error.
Pearson r correlations between IVR task and aggression measures.
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| .68 | .63 | .72 | -.08 | -.15 | 25 | -.20 | -.10 | -.22 |
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| .55 | .67 | .04 | -.06 | -.13 | -.80 | .01 | -.15 | |
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| .79 | -.01 | -.01 | -.09 | -.14 | -.12 | -.18 | ||
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| -.02 | -.07 | -.17 | -.13 | -.06 | -.17 | |||
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| .31 | .15 | .34 | .16 | .09 | ||||
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| .71 | .62 | .06 | .26 | |||||
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| .54 | .01 | .14 | ||||||
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| .35 | .47 | |||||||
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| .52 |
** is significant at .01 level;
* is significant at .05 level
Factors in the regression model.
| Concept | B | T |
|---|---|---|
| Constant | 6.39 | 2.89* |
| Trait anger | .20 | 2.6** |
| IVR = Anti-Social 1 (congruent 1 condition) | -.94 | -2.1* |