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通过社交互动进行虚拟现实攻击评估:两项初步研究的早期效度证据

Virtual reality aggression assessment with social interaction: early evidence for validity from two pilot studies.

作者信息

Sappelli F, Lobbestael J, van Haalen D L, Böckmann I, Bulten B E, Verkes R J

机构信息

Department of Diagnostics, Research, and Education, Pompestichting Forensic Psychiatry, Nijmegen, Netherlands.

Department of Psychiatry, Radboud University Medical Center, Nijmegen, Netherlands.

出版信息

Front Psychol. 2025 Jun 13;16:1585609. doi: 10.3389/fpsyg.2025.1585609. eCollection 2025.

Abstract

INTRODUCTION

Assessment of aggression proneness is important for clinical practice and research. Virtual Reality (VR) is a promising technology for aggression assessment because of the possibility of creating scenarios with ecological and external validity and experimental control, potentially overcoming limitations of traditional methods like self-report trait questionnaires, observation surveys, and laboratory paradigms.

METHODS

This explorative study investigated a VR scenario in a pilot with aggressive patients ( = 12) and a follow-up with students ( = 12). The VR scenario consisted of social interactive roleplays with virtual characters (avatars). It consisted of a neutral scene, an instruction scene and two provocative scenes: one with a socially and verbally aggressive, uncooperative female avatar (Provocation 1) and one with a dominant, unreasonable, intimidating male avatar (Provocation 2). The primary outcome was VR-displayed aggression, assessed with a VR-customized version of the Social Aggression and Dysfunction Questionnaire. Lifetime aggression self-report scales were also administered.

RESULTS

The main analysis revealed that both patients and students showed higher levels of aggression in provocative scenes than in neutral and instructional scenes. Exploratory analyses suggested that patients displayed increased aggression in the second provocation compared to the first, while no such difference was observed among students. Comparatively, patients showed more aggression than students in Provocation 2, but not in Provocation 1. Positive moderate correlations were found between VR-displayed aggression and trait questionnaires.

DISCUSSION

The current study shows that aggressive behavior can be evoked with our VR aggression assessment scenario and that the level of aggression can be systematically assessed using a standardized aggression observation scale. Explorative results imply that the VR scenario has construct, known-group and concurrent validity. The results also imply that VR is potentially closing the correlational gap between behavioral tasks and trait questionnaires. However, the explorative nature of the current study warrants replication. Finally, we outline some scenario aspects that can be further improved, including better physical engagement and standardization.

摘要

引言

攻击性倾向的评估对于临床实践和研究至关重要。虚拟现实(VR)是一种很有前景的攻击性评估技术,因为它有可能创建具有生态效度、外部效度和实验可控性的场景,从而有可能克服传统方法(如自我报告特质问卷、观察调查和实验室范式)的局限性。

方法

本探索性研究在一项试点研究中对12名攻击性患者进行了VR场景测试,并对12名学生进行了后续测试。VR场景由与虚拟角色(化身)的社交互动角色扮演组成。它包括一个中性场景、一个指导场景和两个挑衅场景:一个场景中有一个具有社交和言语攻击性、不合作的女性化身(挑衅1),另一个场景中有一个占主导地位、不合理、令人生畏的男性化身(挑衅2)。主要结果是VR显示的攻击性,使用社交攻击和功能障碍问卷的VR定制版本进行评估。还进行了终生攻击性自我报告量表的测试。

结果

主要分析表明,患者和学生在挑衅场景中的攻击性水平均高于中性和指导场景。探索性分析表明,与第一次挑衅相比,患者在第二次挑衅中表现出更高的攻击性,而学生中未观察到这种差异。相比之下,在挑衅2中患者比学生表现出更多的攻击性,但在挑衅1中并非如此。在VR显示的攻击性与特质问卷之间发现了中等程度的正相关。

讨论

当前研究表明,我们的VR攻击性评估场景能够诱发攻击行为,并且可以使用标准化的攻击观察量表系统地评估攻击水平。探索性结果表明,VR场景具有结构效度、已知群体效度和同时效度。结果还表明,VR有可能缩小行为任务与特质问卷之间的相关性差距。然而,当前研究的探索性质需要重复验证。最后,我们概述了一些可以进一步改进的场景方面,包括更好的身体参与度和标准化。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/5ef9/12202414/918f3473833b/fpsyg-16-1585609-g001.jpg

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