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1.
J Psychopharmacol ; 33(10): 1264-1273, 2019 10.
Article in English | MEDLINE | ID: mdl-31294651

ABSTRACT

BACKGROUND: Virtual reality (VR) is increasingly used to study and treat psychiatric disorders. Its fidelity depends in part on the extent to which the VR environment provides a convincing simulation, for example whether a putatively stressful VR situation actually produces a stress response. METHODS: We studied the stress response in 28 healthy men exposed either to a stressor VR elevator (which simulated travelling up the outside of a tall building and culminated in the participant being asked to step off the elevator platform), or to a control elevator. We measured psychological and physiological (salivary cortisol and alpha-amylase, blood pressure, pulse, skin conductance) stress indices. We also measured subsequent performance on the N-back task because acute stress has been reported to impact on working memory. RESULTS: Compared to participants in the control elevator, those in the external elevator had increases in skin conductance, pulse and subjective stress and anxiety ratings, altered heart rate variability, and a delayed rise in cortisol. N-back performance was unaffected. CONCLUSIONS: A putatively stressful VR elevator produces a physiological as well as a psychological stress response, supporting its use in the investigation and treatment of stress-related disorders, and its potential value as an experimental laboratory stressor.


Subject(s)
Memory, Short-Term/physiology , Psychomotor Performance/physiology , Stress, Psychological/metabolism , Stress, Psychological/physiopathology , Virtual Reality , Adult , Blood Pressure/physiology , Galvanic Skin Response/physiology , Heart Rate/physiology , Humans , Hydrocortisone/metabolism , Male , Salivary alpha-Amylases/metabolism , Young Adult
2.
Front Robot AI ; 5: 80, 2018.
Article in English | MEDLINE | ID: mdl-33500959

ABSTRACT

The art of picking up signs that a child may be suffering from abuse at home is one of those skills that cannot easily be taught, given its dependence on a range of non-cognitive abilities. It is also difficult to study, given the number of factors that may interfere with this skill in a real-life, professional setting. An immersive virtual reality environment provides a way round these difficulties. In this study, we recruited 64 general practitioners (GPs), with different levels of experience. Would this level of experience have any impact on general practitioners' ability to pick up child-safeguarding concerns? Would more experienced GPs find it easier to pick up subtle (rather than obvious) signs of child-safeguarding concerns? Our main measurement was the quality of the note left by the GP at the end of the virtual consultation: we had a panel of 10 (all experienced in safeguarding) rate the note according to the extent to which they were able to identify and take the necessary steps required in relation to the child safeguarding concerns. While the level of professional experience was not shown to make any difference to a GP's ability to pick up those concerns, the parent's level of aggressive behavior toward the child did. We also manipulated the level of cognitive load (reflected in a complex presentation of the patient's medical condition): while cognitive load did have some impact upon GPs in the "obvious cue" condition (parent behaving particularly aggressively), this effect fell short of significance. Furthermore, our results also suggest that GPs who are less stressed, less neurotic, more agreeable and extroverted tend to be better at raising potential child abuse issues in their notes. These results not only point at the considerable potential of virtual reality as a training tool, they also highlight fruitful avenues for further research, as well as potential strategies to support GP's in their dealing with highly sensitive, emotionally charged situations.

3.
J Psychopharmacol ; 32(3): 276-282, 2018 03.
Article in English | MEDLINE | ID: mdl-29086614

ABSTRACT

BACKGROUND: Previous studies have suggested that cannabidiol has anxiolytic and antipsychotic properties, raising hopes that cannabidiol will translate to the psychiatric clinic. Cannabidiol may be particularly useful for anxiety and paranoia in those at-risk of major mental illness. METHODS: Immersion in a controlled 3D virtual-reality scenario was used to assay persecutory ideation and anxiety in a sample of non-clinical volunteers ( n=32) pre-selected for high paranoid traits. Participants were randomised to receive oral cannabidiol (600 mg) or placebo 130 min prior to entering virtual-reality. Well-validated rating scales were used to assay persecutory thinking and anxiety. Salivary cortisol concentration, heart rate and blood pressure were measured over the course of the experimental session. RESULTS: Immersion in the virtual-reality session elicited anxiety as indexed by the Beck's anxiety inventory ( p<0.005), and increased cortisol concentration ( p=0.05), heart rate ( p<0.05) and systolic blood pressure ( p<0.05). However, cannabidiol had no impact upon any of these effects, except for a strong trend to increase anxiety ( p=0.09). Cannabidiol had no effect on persecutory ideation as assayed by the Community Assessment of Psychic Experiences questionnaire or the State Social Paranoia Scale. CONCLUSIONS: In contrast to previous studies, there was no evidence of any benefits of cannabidiol on anxiety or persecutory ideation in healthy volunteers with high trait paranoia. However, a larger sample will be required for a definitive study.


Subject(s)
Antipsychotic Agents/therapeutic use , Anxiety Disorders/drug therapy , Anxiety/drug therapy , Cannabidiol/therapeutic use , Paranoid Disorders/drug therapy , Thinking/drug effects , Adult , Blood Pressure/drug effects , Double-Blind Method , Female , Heart Rate/drug effects , Humans , Male , Surveys and Questionnaires
4.
BJPsych Open ; 2(1): 74-80, 2016 Jan.
Article in English | MEDLINE | ID: mdl-27703757

ABSTRACT

BACKGROUND: Self-criticism is a ubiquitous feature of psychopathology and can be combatted by increasing levels of self-compassion. However, some patients are resistant to self-compassion. AIMS: To investigate whether the effects of self-identification with virtual bodies within immersive virtual reality could be exploited to increase self-compassion in patients with depression. METHOD: We developed an 8-minute scenario in which 15 patients practised delivering compassion in one virtual body and then experienced receiving it from themselves in another virtual body. RESULTS: In an open trial, three repetitions of this scenario led to significant reductions in depression severity and self-criticism, as well as to a significant increase in self-compassion, from baseline to 4-week follow-up. Four patients showed clinically significant improvement. CONCLUSIONS: The results indicate that interventions using immersive virtual reality may have considerable clinical potential and that further development of these methods preparatory to a controlled trial is now warranted. DECLARATION OF INTEREST: None. COPYRIGHT AND USAGE: © The Royal College of Psychiatrists 2016. This is an open access article distributed under the terms of the Creative Commons Attribution (CC BY) licence.

5.
Br J Psychiatry ; 209(1): 62-7, 2016 07.
Article in English | MEDLINE | ID: mdl-27151071

ABSTRACT

BACKGROUND: Persecutory delusions may be unfounded threat beliefs maintained by safety-seeking behaviours that prevent disconfirmatory evidence being successfully processed. Use of virtual reality could facilitate new learning. AIMS: To test the hypothesis that enabling patients to test the threat predictions of persecutory delusions in virtual reality social environments with the dropping of safety-seeking behaviours (virtual reality cognitive therapy) would lead to greater delusion reduction than exposure alone (virtual reality exposure). METHOD: Conviction in delusions and distress in a real-world situation were assessed in 30 patients with persecutory delusions. Patients were then randomised to virtual reality cognitive therapy or virtual reality exposure, both with 30 min in graded virtual reality social environments. Delusion conviction and real-world distress were then reassessed. RESULTS: In comparison with exposure, virtual reality cognitive therapy led to large reductions in delusional conviction (reduction 22.0%, P = 0.024, Cohen's d = 1.3) and real-world distress (reduction 19.6%, P = 0.020, Cohen's d = 0.8). CONCLUSION: Cognitive therapy using virtual reality could prove highly effective in treating delusions.


Subject(s)
Cognitive Behavioral Therapy/methods , Delusions/therapy , Implosive Therapy/methods , Outcome Assessment, Health Care , Paranoid Disorders/therapy , User-Computer Interface , Adult , Female , Humans , Male , Middle Aged
6.
Behav Cogn Psychother ; 44(1): 56-64, 2016 Jan.
Article in English | MEDLINE | ID: mdl-25384608

ABSTRACT

BACKGROUND: Paranoia may build directly upon negative thoughts about the self. There have been few direct experimental tests of this hypothesis. AIMS: The aim of the study was to test the immediate effects of manipulating self-esteem in individuals vulnerable to paranoia. METHOD: A two condition cross-over experimental test was conducted. The participants were 26 males reporting paranoid ideation in the past month. Each participant experienced a neutral immersive virtual reality (VR) social environment twice. Before VR participants received a low self-confidence manipulation or a high self-confidence manipulation. The order of manipulation type was randomized. Paranoia about the VR avatars was assessed. RESULTS: The low self-confidence manipulation, relative to the high self-confidence manipulation, led to significantly more negative social comparison in virtual reality and higher levels of paranoia. CONCLUSIONS: Level of self-confidence affects the occurrence of paranoia in vulnerable individuals. The clinical implication is that interventions designed to improve self-confidence may reduce persecutory ideation.


Subject(s)
Paranoid Disorders/psychology , Self Concept , Adult , Delusions , Emotions , Humans , Male , Middle Aged , Social Behavior , Social Environment , Surveys and Questionnaires , User-Computer Interface
7.
Schizophr Res ; 168(1-2): 16-22, 2015 Oct.
Article in English | MEDLINE | ID: mdl-26276306

ABSTRACT

BACKGROUND: The experience of social defeat may increase the risk of developing psychotic symptoms and psychotic disorders. We studied the relationship between social defeat and paranoid appraisal in people at high risk for psychosis in an experimental social environment created using Virtual Reality (VR). METHOD: We recruited UHR (N=64) participants and healthy volunteers (N=43). Regression analysis was used to investigate which baseline measures predicted paranoid appraisals during the VR experience. RESULTS: At baseline, UHR subjects reported significantly higher levels of social defeat than controls (OR=.957, (CI) .941-.973, p<.000). Following exposure to the VR social environment, the UHR group reported significantly more paranoid appraisals than the controls (p<.000). Within the UHR sample, paranoid appraisals were predicted by the level of social defeat at baseline, as well as by the severity of positive psychotic and disorganised symptoms. CONCLUSION: In people who are at high risk of psychosis, a history of social defeat is associated with an increased likelihood of making paranoid appraisals of social interactions. This is consistent with the notion that social defeat increases the risk of developing psychosis.


Subject(s)
Paranoid Disorders/complications , Paranoid Disorders/diagnosis , Prodromal Symptoms , Psychotic Disorders/complications , Psychotic Disorders/psychology , Social Environment , Adolescent , Adult , Cross-Sectional Studies , Female , Humans , Male , Mental Status Schedule , Psychiatric Status Rating Scales , Regression Analysis , Statistics, Nonparametric , Surveys and Questionnaires , User-Computer Interface , Young Adult
8.
Schizophr Bull ; 41(2): 391-9, 2015 Mar.
Article in English | MEDLINE | ID: mdl-25031222

ABSTRACT

Paranoia is receiving increasing attention in its own right, since it is a central experience of psychotic disorders and a marker of the health of a society. Paranoia is associated with use of the most commonly taken illicit drug, cannabis. The objective was to determine whether the principal psychoactive ingredient of cannabis-∆(9)-tetrahydrocannabinol (THC)-causes paranoia and to use the drug as a probe to identify key cognitive mechanisms underlying paranoia. A randomized, placebo-controlled, between-groups test of the effects of intravenous THC was conducted. A total of 121 individuals with paranoid ideation were randomized to receive placebo, THC, or THC preceded by a cognitive awareness condition. Paranoia was assessed extensively via a real social situation, an immersive virtual reality experiment, and standard self-report and interviewer measures. Putative causal factors were assessed. Principal components analysis was used to create a composite paranoia score and composite causal variables to be tested in a mediation analysis. THC significantly increased paranoia, negative affect (anxiety, worry, depression, negative thoughts about the self), and a range of anomalous experiences, and reduced working memory capacity. The increase in negative affect and in anomalous experiences fully accounted for the increase in paranoia. Working memory changes did not lead to paranoia. Making participants aware of the effects of THC had little impact. In this largest study of intravenous THC, it was definitively demonstrated that the drug triggers paranoid thoughts in vulnerable individuals. The most likely mechanism of action causing paranoia was the generation of negative affect and anomalous experiences.


Subject(s)
Affect/drug effects , Cannabinoid Receptor Agonists/adverse effects , Dronabinol/adverse effects , Paranoid Disorders/chemically induced , Administration, Intravenous , Adult , Cannabinoid Receptor Agonists/administration & dosage , Dronabinol/administration & dosage , Female , Humans , Male , Middle Aged , Paranoid Disorders/physiopathology , Young Adult
9.
Behav Cogn Psychother ; 43(1): 89-107, 2015 Jan.
Article in English | MEDLINE | ID: mdl-24103196

ABSTRACT

BACKGROUND: Environmental factors have been associated with psychosis but there is little qualitative research looking at how the ongoing interaction between individual and environment maintains psychotic symptoms. AIMS: The current study investigates how people with persecutory delusions interpret events in a virtual neutral social environment using qualitative methodology. METHOD: 20 participants with persecutory delusions and 20 controls entered a virtual underground train containing neutral characters. Under these circumstances, people with persecutory delusions reported similar levels of paranoia as non-clinical participants. The transcripts of a post-virtual reality interview of the first 10 participants in each group were analysed. RESULTS: Thematic analyses of interviews focusing on the decision making process associated with attributing intentions of computer-generated characters revealed 11 themes grouped in 3 main categories (evidence in favour of paranoid appraisals, evidence against paranoid appraisals, other behaviour). CONCLUSIONS: People with current persecutory delusions are able to use a range of similar strategies to healthy volunteers when making judgements about potential threat in a neutral environment that does not elicit anxiety, but they are less likely than controls to engage in active hypothesis-testing and instead favour experiencing "affect" as evidence of persecutory intention.


Subject(s)
Paranoid Disorders/psychology , Schizophrenia, Paranoid/psychology , Social Environment , Adult , Anxiety/diagnosis , Case-Control Studies , Female , Humans , Male , Paranoid Disorders/diagnosis , Paranoid Disorders/etiology , Paranoid Disorders/therapy , Qualitative Research , Schizophrenia, Paranoid/diagnosis , Schizophrenia, Paranoid/etiology , Schizophrenia, Paranoid/therapy , Virtual Reality Exposure Therapy/methods
10.
PLoS One ; 9(11): e111933, 2014.
Article in English | MEDLINE | ID: mdl-25389766

ABSTRACT

Virtual reality has been successfully used to study and treat psychological disorders such as phobias and posttraumatic stress disorder but has rarely been applied to clinically-relevant emotions other than fear and anxiety. Self-criticism is a ubiquitous feature of psychopathology and can be treated by increasing levels of self-compassion. We exploited the known effects of identification with a virtual body to arrange for healthy female volunteers high in self-criticism to experience self-compassion from an embodied first-person perspective within immersive virtual reality. Whereas observation and practice of compassionate responses reduced self-criticism, the additional experience of embodiment also increased self-compassion and feelings of being safe. The results suggest potential new uses for immersive virtual reality in a range of clinical conditions.


Subject(s)
Emotions , Empathy/physiology , Self-Assessment , Virtual Reality Exposure Therapy , Adult , Anxiety , Attitude , Female , Humans , Psychometrics , Risk Factors , Self Care , Software , Surveys and Questionnaires , Young Adult
11.
Psychiatry Res ; 218(3): 348-52, 2014 Aug 30.
Article in English | MEDLINE | ID: mdl-24924485

ABSTRACT

Mistrust of others may build upon perceptions of the self as vulnerable, consistent with an association of paranoia with perceived lower social rank. Height is a marker of social status and authority. Therefore we tested the effect of manipulating height, as a proxy for social rank, on paranoia. Height was manipulated within an immersive virtual reality simulation. Sixty females who reported paranoia experienced a virtual reality train ride twice: at their normal and reduced height. Paranoia and social comparison were assessed. Reducing a person's height resulted in more negative views of the self in comparison with other people and increased levels of paranoia. The increase in paranoia was fully mediated by changes in social comparison. The study provides the first demonstration that reducing height in a social situation increases the occurrence of paranoia. The findings indicate that negative social comparison is a cause of mistrust.


Subject(s)
Body Height , Computer Simulation , Delusions/psychology , Paranoid Disorders/psychology , Self Concept , Women's Health , Adult , Female , Humans , Psychometrics , User-Computer Interface , Young Adult
12.
Psychol Assess ; 26(3): 841-847, 2014 Sep.
Article in English | MEDLINE | ID: mdl-24708073

ABSTRACT

Presentation of social situations via immersive virtual reality (VR) has the potential to be an ecologically valid way of assessing psychiatric symptoms. In this study we assess the occurrence of paranoid thinking and of symptoms of posttraumatic stress disorder (PTSD) in response to a single neutral VR social environment as predictors of later psychiatric symptoms assessed by standard methods. One hundred six people entered an immersive VR social environment (a train ride), presented via a head-mounted display, 4 weeks after having attended hospital because of a physical assault. Paranoid thinking about the neutral computer-generated characters and the occurrence of PTSD symptoms in VR were assessed. Reactions in VR were then used to predict the occurrence 6 months later of symptoms of paranoia and PTSD, as assessed by standard interviewer and self-report methods. Responses to VR predicted the severity of paranoia and PTSD symptoms as assessed by standard measures 6 months later. The VR assessments also added predictive value to the baseline interviewer methods, especially for paranoia. Brief exposure to environments presented via virtual reality provides a symptom assessment with predictive ability over many months. VR assessment may be of particular benefit for difficult to assess problems, such as paranoia, that have no gold standard assessment method. In the future, VR environments may be used in the clinic to complement standard self-report and clinical interview methods.


Subject(s)
Crime Victims/psychology , Paranoid Disorders/diagnosis , Social Environment , Stress Disorders, Post-Traumatic/diagnosis , User-Computer Interface , Violence/psychology , Adult , Crime Victims/statistics & numerical data , Female , Humans , Interview, Psychological , Male , Middle Aged , Paranoid Disorders/epidemiology , Paranoid Disorders/psychology , Self Report , Stress Disorders, Post-Traumatic/epidemiology , Stress Disorders, Post-Traumatic/psychology
13.
IEEE Trans Vis Comput Graph ; 17(2): 255-9, 2011 Feb.
Article in English | MEDLINE | ID: mdl-21149880

ABSTRACT

To what extent do people behave in immersive virtual environments as they would in similar situations in a physical environment? There are many ways to address this question, ranging from questionnaires, behavioral studies, and the use of physiological measures. Here, we compare the onsets of muscle activity using surface electromyography (EMG) while participants were walking under three different conditions: on a normal floor surface, on a narrow ribbon along the floor, and on a narrow platform raised off the floor. The same situation was rendered in an immersive virtual environment (IVE) Cave-like system, and 12 participants did the three types of walking in a counter-balanced within-groups design. The mean number of EMG activity onsets per unit time followed the same pattern in the virtual environment as in the physical environment-significantly higher for walking on the platform compared to walking on the floor. Even though participants knew that they were in fact really walking at floor level in the virtual environment condition, the visual illusion of walking on a raised platform was sufficient to influence their behavior in a measurable way. This opens up the door for this technique to be used in gait and posture related scenarios including rehabilitation.


Subject(s)
Muscles/physiology , Spine/physiology , Walking/physiology , Adult , Electromyography , Gait/physiology , Humans , Posture/physiology
14.
J Abnorm Psychol ; 119(1): 83-92, 2010 Feb.
Article in English | MEDLINE | ID: mdl-20141245

ABSTRACT

A key problem in studying a hypothesized spectrum of severity of delusional ideation is determining that ideas are unfounded. The first objective was to use virtual reality to validate groups of individuals with low, moderate, and high levels of unfounded persecutory ideation. The second objective was to investigate, drawing upon a cognitive model of persecutory delusions, whether clinical and nonclinical paranoia are associated with similar causal factors. Three groups (low paranoia, high nonclinical paranoia, persecutory delusions) of 30 participants were recruited. Levels of paranoia were tested using virtual reality. The groups were compared on assessments of anxiety, worry, interpersonal sensitivity, depression, anomalous perceptual experiences, reasoning, and history of traumatic events. Virtual reality was found to cause no side effects. Persecutory ideation in virtual reality significantly differed across the groups. For the clear majority of the theoretical factors there were dose-response relationships with levels of paranoia. This is consistent with the idea of a spectrum of paranoia in the general population. Persecutory ideation is clearly present outside of clinical groups and there is consistency across the paranoia spectrum in associations with important theoretical variables.


Subject(s)
Culture , Delusions/diagnosis , Delusions/psychology , User-Computer Interface , Adult , Cognition Disorders/diagnosis , Cognition Disorders/epidemiology , Delusions/epidemiology , Female , Humans , Life Change Events , Male , Neuropsychological Tests , Schizophrenia, Paranoid/diagnosis , Schizophrenia, Paranoid/epidemiology , Severity of Illness Index , Surveys and Questionnaires
15.
Front Hum Neurosci ; 3: 29, 2009.
Article in English | MEDLINE | ID: mdl-19876407

ABSTRACT

One motive for behaving as the agent of another's aggression appears to be anchored in as yet unelucidated mechanisms of obedience to authority. In a recent partial replication of Milgram's obedience paradigm within an immersive virtual environment, participants administered pain to a female virtual human and observed her suffering. Whether the participants' response to the latter was more akin to other-oriented empathic concern for her well-being or to a self-oriented aversive state of personal distress in response to her distress is unclear. Using the stimuli from that study, this event-related fMRI-based study analysed brain activity during observation of the victim in pain versus not in pain. This contrast revealed activation in pre-defined brain areas known to be involved in affective processing but not in those commonly associated with affect sharing (e.g., ACC and insula). We then examined whether different dimensions of dispositional empathy predict activity within the same pre-defined brain regions: While personal distress and fantasy (i.e., tendency to transpose oneself into fictional situations and characters) predicted brain activity, empathic concern and perspective taking predicted no change in neuronal response associated with pain observation. These exploratory findings suggest that there is a distinct pattern of brain activity associated with observing the pain-related behaviour of the victim within the context of this social dilemma, that this observation evoked a self-oriented aversive state of personal distress, and that the objective "reality" of pain is of secondary importance for this response. These findings provide a starting point for experimentally more rigorous investigation of obedience.

16.
Schizophr Res ; 104(1-3): 228-36, 2008 Sep.
Article in English | MEDLINE | ID: mdl-18571899

ABSTRACT

OBJECTIVE: Virtual reality (VR) has begun to be used to research the key psychotic symptom of paranoia. The initial studies have been with non-clinical individuals and individuals at high risk of psychosis. The next step is to develop the technology for the understanding and treatment of clinical delusions. Therefore the present study investigated the acceptability and safety of using VR with individuals with current persecutory delusions. Further, it set out to determine whether patients feel immersed in a VR social environment and, consequently, experience paranoid thoughts. METHOD: Twenty individuals with persecutory delusions and twenty non-clinical individuals spent 4 min in a VR underground train containing neutral characters. Levels of simulator sickness, distress, sense of presence, and persecutory ideation about the computer characters were measured. A one-week follow-up was conducted to check longer-term side effects. RESULTS: The VR experience did not raise levels of anxiety or symptoms of simulator sickness. No side effects were reported at the follow-up. There was a considerable degree of presence in the VR scenario for all participants. A high proportion of the persecutory delusions group (65%) had persecutory thinking about the computer characters, although this rate was not significantly higher than the non-clinical group. CONCLUSIONS: The study indicates that brief experiences in VR are safe and acceptable to people with psychosis. Further, patients with paranoia can feel engaged in VR scenes and experience persecutory thoughts. Exposure to social situations using VR has the potential to be incorporated into cognitive behavioural interventions for paranoia.


Subject(s)
Delusions/psychology , Safety , User-Computer Interface , Antipsychotic Agents/therapeutic use , Cognition Disorders/diagnosis , Cognitive Behavioral Therapy/methods , Combined Modality Therapy , Delusions/diagnosis , Delusions/therapy , Feasibility Studies , Female , Humans , Male , Paranoid Disorders/diagnosis , Paranoid Disorders/epidemiology , Paranoid Disorders/therapy , Risk Factors , Severity of Illness Index , Social Behavior , Surveys and Questionnaires , Thinking , Wechsler Scales , Young Adult
17.
Br J Psychiatry ; 192(4): 258-63, 2008 Apr.
Article in English | MEDLINE | ID: mdl-18378984

ABSTRACT

BACKGROUND: Judging whether we can trust other people is central to social interaction, despite being error-prone. A fear of others can be instilled by the contemporary political and social climate. Unfounded mistrust is called paranoia, and in severe forms is a central symptom of schizophrenia. AIMS: To demonstrate that individuals without severe mental illness in the general population experience unfounded paranoid thoughts, and to determine factors predictive of paranoia using the first laboratory method of capturing the experience. METHOD: Two hundred members of the general public were comprehensively assessed, and then entered a virtual reality train ride populated by neutral characters. Ordinal logistic regressions (controlling for age, gender, ethnicity, education, intellectual functioning, socio-economic status, train use, playing of computer games) were used to determine predictors of paranoia. RESULTS: The majority agreed that the characters were neutral, or even thought they were friendly. However, a substantial minority reported paranoid concerns. Paranoia was strongly predicted by anxiety, worry, perceptual anomalies and cognitive inflexibility. CONCLUSIONS: This is the most unambiguous demonstration of paranoid ideation in the general public so far. Paranoia can be understood in terms of cognitive factors. The use of virtual reality should lead to rapid advances in the understanding of paranoia.


Subject(s)
Computer Simulation/standards , Paranoid Disorders/psychology , Psychotic Disorders/psychology , Adult , Female , Humans , Male , Models, Theoretical , Paranoid Disorders/diagnosis , Paranoid Disorders/epidemiology , Predictive Value of Tests , Psychiatric Status Rating Scales , Psychotic Disorders/diagnosis , Psychotic Disorders/epidemiology , Surveys and Questionnaires , Treatment Outcome
18.
Br J Psychiatry Suppl ; 51: s63-8, 2007 Dec.
Article in English | MEDLINE | ID: mdl-18055940

ABSTRACT

BACKGROUND: Virtual reality provides a means of studying paranoid thinking in controlled laboratory conditions. However, this method has not been used with a clinical group. AIMS: To establish the feasibility and safety of using virtual reality methodology in people with an at-risk mental state and to investigate the applicability of a cognitive model of paranoia to this group. METHOD: Twenty-one participants with an at-risk mental state were assessed before and after entering a virtual reality environment depicting the inside of an underground train. RESULTS: Virtual reality did not raise levels of distress at the time of testing or cause adverse experiences over the subsequent week. Individuals attributed mental states to virtual reality characters including hostile intent. Persecutory ideation in virtual reality was predicted by higher levels of trait paranoia, anxiety, stress, immersion in virtual reality, perseveration and interpersonal sensitivity. CONCLUSIONS: Virtual reality is an acceptable experimental technique for use with individuals with at-risk mental states. Paranoia in virtual reality was understandable in terms of the cognitive model of persecutory delusions.


Subject(s)
Computer Simulation , Paranoid Disorders/psychology , Psychotic Disorders/psychology , User-Computer Interface , Adolescent , Adult , Delusions/psychology , Feasibility Studies , Female , Humans , Male , Psychiatric Status Rating Scales , Psychometrics , Stress, Psychological/etiology
19.
PLoS One ; 1: e39, 2006 Dec 20.
Article in English | MEDLINE | ID: mdl-17183667

ABSTRACT

BACKGROUND: Stanley Milgram's 1960s experimental findings that people would administer apparently lethal electric shocks to a stranger at the behest of an authority figure remain critical for understanding obedience. Yet, due to the ethical controversy that his experiments ignited, it is nowadays impossible to carry out direct experimental studies in this area. In the study reported in this paper, we have used a similar paradigm to the one used by Milgram within an immersive virtual environment. Our objective has not been the study of obedience in itself, but of the extent to which participants would respond to such an extreme social situation as if it were real in spite of their knowledge that no real events were taking place. METHODOLOGY: Following the style of the original experiments, the participants were invited to administer a series of word association memory tests to the (female) virtual human representing the stranger. When she gave an incorrect answer, the participants were instructed to administer an 'electric shock' to her, increasing the voltage each time. She responded with increasing discomfort and protests, eventually demanding termination of the experiment. Of the 34 participants, 23 saw and heard the virtual human, and 11 communicated with her only through a text interface. CONCLUSIONS: Our results show that in spite of the fact that all participants knew for sure that neither the stranger nor the shocks were real, the participants who saw and heard her tended to respond to the situation at the subjective, behavioural and physiological levels as if it were real. This result reopens the door to direct empirical studies of obedience and related extreme social situations, an area of research that is otherwise not open to experimental study for ethical reasons, through the employment of virtual environments.


Subject(s)
Social Behavior , Adult , Electroshock , Empathy , Ethics, Research , Female , Galvanic Skin Response , Heart Rate , History, 20th Century , Humans , Interpersonal Relations , Male , Psychological Theory , Research Design , Social Dominance , Social Environment , User-Computer Interface , Young Adult
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