Department of Psychology, Southern Methodist University.
J Clin Child Adolesc Psychol. 2020 Mar-Apr;49(2):178-189. doi: 10.1080/15374416.2018.1504296. Epub 2018 Aug 24.
Resistance to antisocial peer pressure consistently relates to adolescent adjustment. However, it is typically measured via a mono-method, self-report approach. The current study introduces a virtual reality (VR) protocol to create an observational measure of adolescents' responses to peer pressure to engage in antisocial activities. Data on the reliability and validity of the assessment procedure are presented. Participants ( = 264, 46% male, = 18.17 years, 81% White) provided self-reports of susceptibility to antisocial peer pressure, antisocial behavior, dating violence perpetration, and depressive symptoms. Participants also engaged in 9 VR simulations, 4 of which involved antisocial peer pressure. Participant behavior in the VR simulations was coded for resistance to antisocial peer pressure. Approximately half the sample repeated the VR simulations at a 2-month follow-up. Resistance to antisocial peer pressure in 4 VR simulations evidenced item/simulation-level convergent validity with one another and discriminant validity against scores in 5 VR bystander behavior simulations. When scores from the 4 antisocial peer pressure VR simulations were summed into a total scale score, they demonstrated acceptable internal consistency, 2-month test-retest correlations, convergent validity with self-reports of susceptibility to antisocial peer pressure, and criterion validity with self-reports of antisocial behavior and dating violence perpetration. Associations with antisocial behavior and dating violence perpetration held after accounting for self-reports of susceptibility to antisocial peer pressure and participant gender. Results provide evidence that VR simulations may offer a psychometrically sound addition to self-report measures as a method for assessing responses to antisocial peer pressure.
青少年抵制反社会同伴压力与适应力相关。然而,其通常通过单方法、自我报告的方式进行测量。本研究引入虚拟现实(VR)协议,创建一种观察性方法,评估青少年对参与反社会活动的同伴压力的反应。呈现了评估程序的可靠性和有效性的数据。参与者(n=264,46%为男性,平均年龄=18.17 岁,81%为白人)提供了对反社会同伴压力的易感性、反社会行为、约会暴力实施和抑郁症状的自我报告。参与者还参与了 9 个 VR 模拟,其中 4 个涉及反社会同伴压力。参与者在 VR 模拟中的行为被编码为抵制反社会同伴压力。大约一半的样本在 2 个月的随访中重复了 VR 模拟。4 个 VR 反社会同伴压力模拟中的抵制反社会同伴压力在彼此之间表现出项目/模拟水平的收敛效度,并与 5 个 VR 旁观者行为模拟的得分表现出区分效度。当将 4 个反社会同伴压力 VR 模拟的分数汇总到一个总分中时,其表现出可接受的内部一致性、2 个月的测试-重测相关性、与自我报告的反社会同伴压力易感性的收敛效度,以及与反社会行为和约会暴力实施的效标效度。在考虑到对反社会同伴压力的易感性和参与者性别后,与反社会行为和约会暴力实施的关联仍然存在。结果表明,VR 模拟可能作为一种评估对反社会同伴压力的反应的方法,为自我报告测量提供了一种心理测量上可靠的补充。