Do you feel up when you go up? A pilot study of a virtual reality manic-like mood induction paradigm

IF 4.3 3区 材料科学 Q1 ENGINEERING, ELECTRICAL & ELECTRONIC ACS Applied Electronic Materials Pub Date : 2023-11-17 DOI:10.1111/bjc.12445
Roanne V. F. J. Glas, Roy E. de Kleijn, Eline J. Regeer, Ralph W. Kupka, Manja A. Koenders
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Abstract

Objectives

In order to understand the working mechanisms of mania, it is necessary to perform studies during the onset of manic (-like) mood states. However, clinical mania is difficult to examine experimentally. A viable method to study manic mood like states is mood induction, but mood induction tasks thus far show variable effectiveness.

Methods

In this pilot study, a new paradigm to induce mood through virtual reality (VR) is examined. Both state characteristics, namely changes in emotion, and trait characteristics, such as high and low scores on the hypomanic personality scale (HPS), were measured in 65 students. These students participated in either a neutral VR mood induction or an activating VR mood induction in which excitement, goal directedness, and tension (being aspects of mania) were induced. All participants performed a risk-taking behavioural task, Balloon Analogue Risk Task (BART).

Results

The experimental VR task induced excitement and tension. In participants with higher sensitivity to hypomanic personality (HPS), irritation increased in response to activation whereas it decreased in the low HPS group, and excitement increased more steeply in the low HPS group. There were no effects on the behavioural task.

Conclusions

The VR task is effective in inducing relevant state aspects of hypomania and is suitable as a paradigm for future experimental studies. Activation of dual affective states (excitement and tension) is an essential aspect in manic-like mood induction paradigms.

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你上去的时候感觉起来了吗?虚拟现实躁狂样情绪诱导范式的初步研究。
目的:为了了解躁狂的工作机制,有必要在躁狂(样)情绪状态发作时进行研究。然而,临床躁狂症很难通过实验来检验。一种可行的方法来研究躁狂情绪状态是情绪诱导,但情绪诱导任务到目前为止显示出不同的有效性。方法:在本初步研究中,研究了一种通过虚拟现实(VR)诱导情绪的新范式。对65名学生进行了状态特征(即情绪变化)和特质特征(如轻躁狂人格量表(HPS)的高分和低分)的测量。这些学生参加了中性VR情绪诱导或激活VR情绪诱导,其中兴奋,目标导向和紧张(躁狂的方面)被诱导。所有参与者都执行了一个冒险行为任务,气球模拟风险任务(BART)。结果:实验虚拟现实任务引起兴奋和紧张。在对轻躁狂人格(HPS)敏感程度较高的被试中,刺激在激活反应中增加,而低HPS组的刺激在激活反应中减少,兴奋在低HPS组中增加得更快。对行为任务没有影响。结论:虚拟现实任务在诱导轻躁狂相关状态方面是有效的,适合作为未来实验研究的范式。双情感状态(兴奋和紧张)的激活是躁狂样情绪诱导范式的一个重要方面。
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来源期刊
CiteScore
7.20
自引率
4.30%
发文量
567
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