Saskia A Nijman, Wim Veling, Marieke E Timmerman, Gerdina H M Pijnenborg
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引用次数: 1
Abstract
Meta-analyses have found that social cognition training (SCT) has large effects on the emotion recognition ability of people with a psychotic disorder. Virtual reality (VR) could be a promising tool for delivering SCT. Presently, it is unknown how improvements in emotion recognition develop during (VR-)SCT, which factors impact improvement, and how improvements in VR relate to improvement outside VR. Data were extracted from task logs from a pilot study and randomized controlled trials on VR-SCT (n = 55). Using mixed-effects generalized linear models, we examined the: (a) effect of treatment session (1-5) on VR accuracy and VR response time for correct answers; (b) main effects and moderation of participant and treatment characteristics on VR accuracy; and (c) the association between baseline performance on the Ekman 60 Faces task and accuracy in VR, and the interaction of Ekman 60 Faces change scores (i.e., post-treatment - baseline) with treatment session. Accounting for the task difficulty level and the type of presented emotion, participants became more accurate at the VR task (b = 0.20, p < 0.001) and faster (b = -0.10, p < 0.001) at providing correct answers as treatment sessions progressed. Overall emotion recognition accuracy in VR decreased with age (b = -0.34, p = 0.009); however, no significant interactions between any of the moderator variables and treatment session were found. An association between baseline Ekman 60 Faces and VR accuracy was found (b = 0.04, p = 0.006), but no significant interaction between difference scores and treatment session. Emotion recognition accuracy improved during VR-SCT, but improvements in VR may not generalize to non-VR tasks and daily life.
荟萃分析发现,社会认知训练(SCT)对精神病患者的情绪识别能力有很大的影响。虚拟现实(VR)可能是提供SCT的一个有前途的工具。目前,尚不清楚在(VR-)SCT期间情绪识别的改善是如何发展的,哪些因素影响改善,以及VR的改善如何与VR之外的改善相关联。数据来自一项VR-SCT的先导研究和随机对照试验的任务日志(n = 55)。使用混合效应广义线性模型,我们检验了:(a)治疗时间(1-5)对VR准确性和VR正确答案反应时间的影响;(b)参与者和治疗特征对虚拟现实准确性的主要影响和调节作用;(c) Ekman 60 Faces任务的基线表现与VR中的准确性之间的关联,以及Ekman 60 Faces变化分数(即治疗后-基线)与治疗期间的相互作用。考虑到任务难度和呈现的情绪类型,参与者在VR任务中变得更加准确(b = 0.20, p b = -0.10, p b = -0.34, p = 0.009);然而,没有发现任何调节变量和治疗时间之间有显著的相互作用。基线Ekman 60 Faces与VR准确性之间存在关联(b = 0.04, p = 0.006),但差异评分与治疗时间之间无显著交互作用。在VR- sct期间,情绪识别的准确性有所提高,但VR的改善可能不会推广到非VR任务和日常生活中。
期刊介绍:
Cyberpsychology, Behavior, and Social Networking is a leading peer-reviewed journal that is recognized for its authoritative research on the social, behavioral, and psychological impacts of contemporary social networking practices. The journal covers a wide range of platforms, including Twitter, Facebook, internet gaming, and e-commerce, and examines how these digital environments shape human interaction and societal norms.
For over two decades, this journal has been a pioneering voice in the exploration of social networking and virtual reality, establishing itself as an indispensable resource for professionals and academics in the field. It is particularly celebrated for its swift dissemination of findings through rapid communication articles, alongside comprehensive, in-depth studies that delve into the multifaceted effects of interactive technologies on both individual behavior and broader societal trends.
The journal's scope encompasses the full spectrum of impacts—highlighting not only the potential benefits but also the challenges that arise as a result of these technologies. By providing a platform for rigorous research and critical discussions, it fosters a deeper understanding of the complex interplay between technology and human behavior.