Testing the efficacy of a virtual reality-based simulation in enhancing users' knowledge, attitudes, and empathy relating to psychosis

Testing the efficacy of a virtual reality-based simulation in enhancing users' knowledge, attitudes, and empathy relating to psychosis
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DOI:
10.1111/ajpy.12167
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发表时间:
2018-03-01
影响因子:
2.7
通讯作者:
Stone, Daniel
Stone, Daniel
中科院分区:
心理学4区
文献类型:
--
作者:
Formosa, Nicholas J.;Morrison, Ben W.;Stone, Daniel

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目前的研究探讨了虚拟现实(VR)的教育系统,模拟与精神分裂症谱和其他精神病disorders.MethodThe样本的积极的精神病学的经验,包括50名参与者从公众和各种心理学本科课程的功效。参与者完成了预测试措施,探索诊断,态度和移情理解的知识,然后暴露于精神病发作的沉浸式VR模拟。然后,参与者完成了原始的测量,增加了用户体验量表,该量表探索了与VR有效性有关系的子因素(即,保真度,沉浸,存在,和用户购买)。ResultsParticipants的分数显着增强后测试在每个结果的措施,与显着的相关性之间发现了一些增益和用户体验scores.ConclusionsThe研究结果表明,基于VR的模拟心理病理学可能提供一个有前途的平台,提供一个建构主义的方法心理学教育。
ObjectiveThe current study examined the efficacy of a virtual reality (VR) education system that simulates the experience of the positive symptomology associated with schizophrenic spectrum and other psychotic disorders.MethodThe sample comprised of 50 participants from the general public and various psychology undergraduate programs. Participants completed pre-test measures exploring knowledge of diagnosis, attitudes, and empathetic understanding, before being exposed to an immersive VR simulation of a psychotic episode. Participants then completed the original measures with the addition of a user-experience scale, which explored sub-factors understood to share a relationship with VR effectiveness (i.e., fidelity, immersion, presence, and user buy-in).ResultsParticipants' scores were significantly enhanced at post-test across each outcome measure, with significant correlations found between a number of the gain and user-experience scores.ConclusionsThe findings suggest that VR-based simulations of psychopathology may offer a promising platform for delivering a constructionist approach to psychology education.