RESUMEN
Threatening environments can be unpredictable in many different ways. The nature of threats, their timing, and their locations in a scene can all be uncertain, even when one is acutely aware of being at risk. Prior research demonstrates that both temporal unpredictability and spatial uncertainty of threats elicit a distinctly anxious psychological response. In the paradigm presented here, we further explore other facets of ambiguous threat via an environment in which there are no concrete threats, predictable or otherwise, but which nevertheless elicits a building sense of danger. By incorporating both psychological research and principles of emotional game design, we constructed this world and then tested its effects in three studies. In line with our goals, participants experienced the environment as creepy and unpredictable. Their subjective and physiological response to the world rose and fell in line with the presentation of ambiguously threatening ambient cues. Exploratory analyses further suggest that this ambiguously threatening experience influenced memory for the virtual world and its underlying narrative. Together the data demonstrate that naturalistic virtual worlds can effectively elicit a multifaceted experience of ambiguous threat with subjective and cognitive consequences.
Asunto(s)
Ansiedad , Miedo , Humanos , Miedo/psicología , Ansiedad/psicología , Emociones , Incertidumbre , ConcienciaciónRESUMEN
Individuals living and working in dangerous settings (e.g., first responders and military personnel) make complex decisions amidst serious threats. However, controlled studies on decision-making under threat are limited given obvious ethical concerns. Here, we embed a complex decision-making task within a threatening, immersive virtual environment. Based on the Iowa Gambling Task (IGT), a paradigm widely used to study complex decision-making, the task requires participants to make a series of choices to escape a collapsing building. In Study 1 we demonstrate that, as with the traditional IGT, participants learn to make advantageous decisions over time and that their behavioural data can be described by reinforcement-learning based computational models. In Study 2 we created threatening and neutral versions of the environment. In the threat condition, participants performed worse, taking longer to improve from baseline and scoring lower through the final trials. Computational modelling further revealed that participants in the threat condition were more responsive to short term rewards and less likely to perseverate on a given choice. These findings suggest that when threat is integral to decision-making, individuals make more erratic choices and focus on short term gains. They furthermore demonstrate the utility of virtual environments for making threat integral to cognitive tasks.