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当你情绪高涨时,你是否感到兴奋?一项虚拟现实躁狂样心境诱导范式的初步研究。

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

机构信息

Department of Psychiatry and Amsterdam Public Health Research Institute, Amsterdam University Medical Center, Vrije Universiteit, Amsterdam, The Netherlands.

Altrecht Institute for Mental Health Care, Utrecht, The Netherlands.

出版信息

Br J Clin Psychol. 2024 Mar;63(1):105-117. doi: 10.1111/bjc.12445. Epub 2023 Nov 17.

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.

摘要

目的

为了了解躁狂的工作机制,有必要在躁狂(样)情绪状态发作期间进行研究。然而,临床躁狂很难进行实验检查。研究躁狂情绪样状态的可行方法是情绪诱导,但迄今为止的情绪诱导任务显示出不同的效果。

方法

在这项初步研究中,研究了一种通过虚拟现实(VR)诱导情绪的新范式。在 65 名学生中,同时测量了状态特征,即情绪变化,以及特质特征,如低至高的轻躁狂人格量表(HPS)评分。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(是躁狂的方面)被诱导。所有参与者都进行了冒险行为任务,气球模拟风险任务(BART)。

结果

实验 VR 任务诱导了兴奋和紧张。在对轻躁狂人格(HPS)更敏感的参与者中,兴奋随着激活而增加,而在低 HPS 组中则减少,而在低 HPS 组中,兴奋增加得更急剧。对行为任务没有影响。

结论

VR 任务有效地诱导了轻躁狂的相关状态方面,适合作为未来实验研究的范式。激活双重情绪状态(兴奋和紧张)是躁狂样情绪诱导范式的一个重要方面。

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