KS Freeman VR

Cards (17)

  • Methodology
    • Correlational study
    • Based on quantitative data gathered via questionnaires
  • Sample
    • 12 male and 12 female
    • Paid volunteers
    • Mean age-26
    • Recruited from University College, London, UK
    • All mentally well
    • 21 students
    • 3 administrative staff
  • Paranoia score

    Mean of 31.8 (min score 20, max 100), with no significant difference between male and females
  • Participant agreement with statements from the 15-item VR-Paranoia questionnaire

    • Someone in the room had it for me (Disagree 15, Agree a little 3, Moderately agree 3, Totally agree 2)
    • They were talking about me behind my back (Disagree 11, Agree a little 9)
    • They were friendly towards me (Disagree 10)
  • Items in the VR-Paranoia questionnaire
    • They were hostile towards me.
    • They would have harmed me in some way if they could.
    • Someone in the room had it in for me.
    • They were trying to make me distressed.
    • They had bad intentions towards me.
    • They were talking about me behind my back.
    • They were pleasant people.
    • They were trustworthy.
    • They had kind intentions towards me.
    • I felt very safe in their company.
    • They were saying negative things about me to each other.
    • They were watching me.
    • They were looking at me critically.
    • They were laughing at me.
    • They were friendly towards me.
  • Ethics
    • Participants gave consent
    • Participants had the right to withdraw
    • Participants were debriefed
  • Participants who scored high in anxiety/interpersonal sensitivity

    May be somewhat distressed by these outcomes
  • A full and thorough debrief would be essential in order to protect the participants from harm
  • Application to daily life
    • Helps deepen understanding of cognitive and emotional processes that underpin development of psychotic symptoms
  • Exploring how people interpret mental states/intentions in others
    In VR settings
  • Development of new VR therapies
    Where people can focus on developing new ways of interacting in the real world
  • VR environments
    • Need strong ecological validity (e.g. incorporating credible avatars that demonstrate a full range of human behaviors)
  • A range of questionnaires were used to measure trait anxiety, paranoia and other clinical symptoms (e.g. The Spielberger State Anxiety Questionnaire)
  • Individual explanations
    Certain people are more vulnerable to developing psychotic symptoms due to the way they typically process information from the social and physical world
  • Experimental manipulation of aspects of the virtual environment

    Could help to identify factors which make such thoughts more or less likely
  • Idiographic
    Qualitative data collected through asking participants to explain their experiences in their own words in semi-structured interviews
  • Nomothetic
    Quantitative data collected using the VR-Paranoia questionnaire, collected self-reported data on a 4-point scales (0-3: 'do not agree' to 'totally agree") which can be analysed using statistics in order to draw conclusions that can be generalised to the wider target population