The Study
Aims
- To investigate whether nonclinical individuals have persecutory thoughts in virtual reality;
- To investigate cognitive factors that predict the occurrence of persecutory ideation in virtual reality, with a particular focus on emotional processes.
Method
Sample
- 24 individuals;
- all without a history of mental illness;
- recruited by advertising;
- all from University College London;
- 21 were students;
- 3 were administrative staff;
- 12 males and 12 females;
- paid volunteers
Procedure
Step-by-step outline-
- Consent and Information:
- Consent obtained from participants for their participation in the study:
- Participants are not informed that the study specifically examines persecutory thoughts to prevent priming of reactions.
- VR Equipment Training:
- Participants then received training on how to use the virtual reality (VR) equipment.
- Entering the Virtual Environment:
- Participants were then asked to enter the virtual environment which was a virtual ;
- Instructions given: “Please explore the room and try to form some impression of what you think about the people in the room and what they think about you.”
- Selection of Virtual Scene:
- A neutral library scene was chosen for the study, considering the university population;
- The virtual room was designed as a library, but participants were not informed of this during the study to allow them to form their own impressions.
- Avatars in the Library:
- There are 5 avatars in the library scene;
- 3 avatars sat at one desk, while 2 avatars sat at another desk on the opposite side of the room.
- Ambiguous Avatar Behavior:
- Occasionally, the avatars showed potentially ambiguous behavior such as smiling, looking around, and talking to each other.
- Duration in the Virtual Room:
- Participants spent 5 minutes in the virtual room.
- Exiting the Virtual Room:
- Participants were instructed to leave the virtual room after the allotted time.
- Questionnaire and Interview:
- All participants then completed a questionnaire and a short semi-structured interview regarding their experiences in the virtual environment;
- The interviews were video recorded and later rated by an expert clinical psychologist on a 6-point scale for persecutory ideation
- Handling Priming of Persecutory Thoughts:
- The study design addressed the possibility of priming persecutory thoughts through the questionnaires measuring cognitive processes (see measures section below);
- Half of the participants completed the questionnaires after exiting the virtual environment;
- The other half completed the questionnaires both before and after entering the virtual environment.
- Participant Balance and Compensation:
- Male and female participants were balanced in each of the two conditions (pre- and post-virtual environment completion of questionnaires);
- Participants were compensated for their participation in the study.
Measures
- Brief Symptom Inventory (BSI):
- A 53-item self-report measure to assess 9 symptom dimensions over the past 7 days;
- 9 dimensions include Somatization, Obsessive-Compulsive, Interpersonal Sensitivity, Depression, Anxiety, Hostility, Phobic Anxiety, Paranoid Ideation, and Psychoticism;
- Each item is rated on a 5-point distress scale (0–4);
- Total score obtained is the Global Severity Index.
2. Paranoia Scale:
- A 20-item self-report scale to measure paranoia in college students;
- Measures both ideas of persecution and reference;
- Each item is rated on a 5-point scale;
- Scores range from 20 to 100, with higher scores indicating greater paranoid ideation.
3. Spielberger State Anxiety Questionnaire:
- A 20-item self-report measure of state anxiety;
- Each item is rated on a 1–4 scale;
- Scores range from 20 to 80, with higher scores indicating higher levels of anxiety.
4. VR-Paranoia Questionnaire:
- A 15-item self-report questionnaire specifically devised for the study;
- Assesses participants’ views of the avatars in the virtual environment;
- 3 areas assessed –
- persecutory thoughts about the avatars (VR-Persecution),
- ideas of reference about the avatars (VR-Reference), and
- positive beliefs about the avatars (VR-Positive)
- Each item is rated on a 4-point scale (0–3);
- Scores can range from 0 to 15 for each subscale, with higher scores indicating greater endorsement of items.
5. Sense of Presence Questionnaire:
- Assesses the extent to which participants experience a sense of being in the virtual world;
- Consists of 6 questions rated on a scale of 1 to 7;
- Higher numbers indicate greater reported presence;
- A score of 6 or 7 on a question is coded as 1, while all other scores are coded as 0;
- Total score can range between 0 and 6.
Results
- General:
- Mean score on the Paranoia Scale: 31.8, SD = 10.8, minimum = 20, maximum = 61.
- No significant difference in Paranoia Scale scores between males and females.
- Persecutory Ideation in the Virtual Library:
- VR-Persecution scores were positively correlated with VR-Reference scores (r = +0.48) and negatively correlated with VR-Positive scores (-0.54);
- Persecutory ideation in VR was also positively correlated with blind ratings of persecutory ideation from recorded interviews (r = +0.59).
- Sense of Presence in VR:
- Participants reported a moderate sense of presence in the virtual library;
- Anxiety levels did not increase after entering the virtual environment.
Predictors of Persecutory Ideation in VR:
- VR Persecution did not significantly correlated with scores on the Paranoia Scale;
- Higher VR-Persecution scores tended to be associated with higher BSI-Paranoia scores;
- VR Persecution scores correlated with other BSI dimension scores, Spielberger State Anxiety score, and sense of presence score;
- Higher levels of interpersonal sensitivity and anxiety were associated with higher levels of persecutory ideation in virtual reality.
Conclusions
- Nonclinical individuals have persecutory thoughts in virtual reality;
- The cognitive and emotional processes of paranoia, reference and anxiety predict the occurrence of persecutory ideation in virtual reality.
Methodological Evaluation
Sampling
Sample Characteristics
- Strengths
- Study involved non-clinical individuals, broadening understanding of persecutory ideation beyond diagnosed mental health patients;
- Equal gender recruitment ensured representative sample and minimized gender biases in study findings.
- Weaknesses
- With only 24 individuals, findings may lack generalizability. A larger sample ensures stronger results;
- Mainly university students and staff were included, limiting generalization to non-university populations.
Sampling Technique
- Paid Volunteer
- Strengths
- Participants easier to recruit as too many people would be fearful of VR or find the experiment too time consuming and refuse to participate;
- Participants more cooperative for a lengthy study that required many self report questionnaires to be answered sincerely.
- Weaknesses
- Participant recruitment introduced bias as those interested in virtual reality were more likely to participate;
- Participants knew about participating in a virtual environment beforehand, potentially changing their behaviour to watch the avatars too closely
Operationalization of Variables
- Strengths
- The study employs recognized and validated tools (BSI, Paranoia Scale, etc.) for accurate assessment, increasing validity;
- Combining semi-structured interviews and observer ratings added qualitative depth to quantitative measures, increasing scope of findings
- Weaknesses
- No standard questionnaire for measuring paranoia in virtual reality; researchers created their own, challenging reliability;
- Study used ambiguous avatars in a library scene, potentially influencing participants’ perceptions of persecution, reducing ecological validity
Examples of Controls
- Non-clinical individuals were recruited to study persecutory ideation in virtual reality without preexisting mental illness;
- A neutral library scene was used to explore persecutory thoughts without explicit hostility;
- Questionnaires were completed before and after the virtual environment to assess potential priming effects;
- An expert clinical psychologist conducted a semi-structured interview and rated participants’ responses for persecutory content.
Research Method (Correlational Study)
- Strengths
- Study used multiple measures like surveys, interviews, and observations to understand worry and sadness, increasing validity;
- Study looks at how personality and emotions relate to persectory thoughts, offering new insights for research
- Weaknesses
- Only 24 people were part of the study, who were not mentally ill. Results may not apply widely;
- Participants weren’t randomly assigned for different groups, making it harder to conclude that paranoia causes persecutory ideation.
Ethical Evaluation
- Informed consent: Participants consented but knowledge of study was unclear;
- Right to withdraw: not explicitly mentioned;
- Deception: Researchers hid their focus on persecutory thoughts;
- Protection from physical harm: No apparent physical harm mentioned;
- Protection from psychological harm: Potential distress to people having persecutory ideation in relation to the avatars in the virtual library;
- Debriefing: Questionnaire and interview, but debriefing not mentioned;
- Privacy: Virtual environment privacy measures not specified;
- Confidentiality: Handling of personal data and identity not addressed.
Issues and Debates
Individual and Situational Explanations
Both explanations supported
- Individual Explanation
- Paranoia as explaining persecutory ideation
- Situational Explanation
- VR environment explaining persecutory ideation
- Strengths of Individual Explanation
- Encourages treatment of paranoia to stop persecutory delusions;
- Encourages delusional patients to take responsibility for reducing their paranoid thinking.
- Weaknesses of Individual Explanation
- Use of self-report methods to understand paranoid thinking, subject to social desirability, reducing validity
- Separating the influence of individual and situational factors is difficult – whether VR environment causes persecutory ideation or paranoia
- Strengths of Situational Explanation
- The study used a special computer room with lifelike characters to simulate real-life situations, increasing ecological validity;
- Psychologists indirectly encouraged to look at behaviours of people around a patient also while diagnosing and treating schizophrenia, increasing social responsibility
- Weaknesses of Situational Explanation
- People only used the virtual world for 5 minutes, so it may not show long-term effect of situation;
- The study didn’t compare virtual experiences with real-life situations, which could confirm paranoid thoughts in the real world.
Idiographic versus Nomothetic
Both approaches explanation supported
- Idiographic Approach
- Study included individual comments (qualitative data) to understand unique experiences and subjective perspectives of participants;
- Nomothetic Approach
- Study examined correlations (quantitative data) between variables to identify general patterns and trends applicable to a broader population.
- Strengths of Idiographic Approach
- Provided rich qualitative data through semi-structured interviews, capturing individual experiences and perceptions;
- Allowed for personalized assessment of persecutory thoughts and beliefs, providing a detailed understanding of participants’ unique perspectives
- Weaknesses of Idiographic Approach
- Subjectivity in scoring and interpreting qualitative data may introduce bias and affect the reliability of the findings;
- Limited generalizability due to the small sample size and specific characteristics of the participants from one university.
- Strengths of Nomothetic Approach
- Provides quantitative data for statistical analysis, allowing for generalization and comparison between participants;
- Allows for identification of correlations between variables, such as persecutory thoughts and emotional distress.
- Weaknesses of Nomothetic Approach
- Limited depth of understanding due to reliance on quantitative measures, potentially missing nuanced experiences and perspectives;
- Lack of contextual information and individual variability might overlook important factors influencing persecutory thoughts and emotional distress.
Generalizability of Findings
- Strengths of Generalizability
- The use of virtual reality (VR) creates a realistic environment, increasing the ecological validity of findings;
- The study included an equal number of male and female participants, allowing for potential gender-related differences to be considered in the generalizability of the findings
- Weaknesses of Generalizability
- With only 24 participants, the findings may not fully represent the broader population, limiting generalizability;
- The study took place in a virtual reality setting with avatars, which may not fully reflect real-life interactions and situations.
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