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. 2017 Sep:56:129-136.
doi: 10.1016/j.jbtep.2016.11.006. Epub 2016 Nov 17.

Experimental variation of social stress in virtual reality - Feasibility and first results in patients with psychotic disorders

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Experimental variation of social stress in virtual reality - Feasibility and first results in patients with psychotic disorders

Klaus Hesse et al. J Behav Ther Exp Psychiatry. 2017 Sep.

Abstract

Background and objectives: Social interaction might lead to increased stress levels in patients with psychotic disorders. Impaired social stress tolerance is critical for social functioning and closely linked with symptom relapse and hospitalization. We present an interactive office built-up in virtual reality (VR).

Methods: Patients with psychotic disorders (PP, N = 26 including N = 5 dropouts) and matched healthy controls (HC, N = 20) were examined with a VR simulating an open-plan office. In a randomized, controlled cross-over design, participants were introduced to virtual co-workers (avatars) and requested to ask them for task assistance. Social feedback in each of the two sessions was either cooperative or rejective in randomized order.

Results: The office environment was tolerable for most PP and all HC, five PP and none of the HC dropped out for any reason. Drop-outs reported simulator sickness, influence on thoughts and symptom exacerbations. Statistical trends indicated heightened paranoid ideations for PP after social rejection. State measures of paranoid ideations showed high convergent validity with conventional measures of delusions. Of note, measures of presence were higher for PP than for HC.

Limitations: The exploratory design limits the robustness of the findings. Only statistical trends on paranoid ideation were found.

Conclusion: The use of VR to assess the effects of social rejection is feasible and tolerable for most PP (87%). However, its implementation for PP is challenged by increased simulator sickness and an additional stress load for some patients. Further studies continuing on these first results that point towards an increased paranoid ideation evoked by negative social feedback and generally higher subjective presence are needed.

Keywords: Immersive virtual environment; Paranoia; Presence; Schizophrenia; VR; n-back.

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