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虚拟现实自杀:研究自杀原因的转化方法的发展。

Virtual reality suicide: Development of a translational approach for studying suicide causes.

机构信息

Florida State University, United States.

Florida State University, United States.

出版信息

Behav Res Ther. 2019 Sep;120:103360. doi: 10.1016/j.brat.2018.12.013. Epub 2018 Dec 27.

Abstract

Causal knowledge is crucial for understanding and preventing suicide. Unfortunately, we have little direct knowledge about suicide causes because we cannot conduct experiments that seek to make suicide more likely. In such situations, translational approaches can provide valuable, though tentative, information. We sought to establish a new translational approach by developing a laboratory approximation of suicide with new virtual reality (VR) technologies. Such an approach would allow researchers to tentatively investigate the causes of suicide by conducting experiments that introduce purported causes of suicide and observe their effects on VR suicide rates. Across three studies (total N = 498), results indicated that our two VR suicide scenarios (jumping from heights; shooting oneself) were safe; rated as unpleasant, realistic, and suicide-relevant; associated with several relevant predictors of VR suicide completion, including male sex, suicidal desire, suicidal capability, agitation, and prior suicidality; associated with reasons for not engaging in VR suicide that are similar to the reasons people give for not engaging in actual suicide; and produced 5% completion rates under neutral conditions and 25% completion rates after reward/avoid manipulations. We hope that future work further improves this approach and applies it to more directly test ideas about suicide causes and suicide prevention.

摘要

因果知识对于理解和预防自杀至关重要。不幸的是,我们对自杀原因几乎没有直接的了解,因为我们无法进行旨在增加自杀可能性的实验。在这种情况下,转化方法可以提供有价值的、尽管是试探性的信息。我们试图通过开发新的虚拟现实 (VR) 技术来建立一种新的转化方法,以模拟自杀。这种方法将允许研究人员通过进行引入所谓自杀原因的实验,来试探性地研究自杀的原因,并观察它们对 VR 自杀率的影响。在三项研究中(总人数=498),结果表明我们的两个 VR 自杀场景(从高处跳下;开枪自杀)是安全的;被评定为不愉快、逼真和与自杀相关;与 VR 自杀完成的几个相关预测因素相关,包括男性、自杀欲望、自杀能力、激动和先前的自杀倾向;与人们不参与实际自杀的原因相似,也与人们不参与 VR 自杀的原因相似;在中性条件下产生 5%的完成率,在奖励/回避操作后产生 25%的完成率。我们希望未来的工作能够进一步改进这种方法,并将其应用于更直接地测试关于自杀原因和预防自杀的想法。

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