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A2 - Clinical Psychology

Freeman et.al. (2003) – Key Study

In this lesson, I present a description, evaluation and discussion of relevant issues and debates for the A2 clinical psychology key study, “Freeman (2003) : using virtual reality to investigate persecutory ideation.”

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
  1. 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

  1. Non-clinical individuals were recruited to study persecutory ideation in virtual reality without preexisting mental illness;
  2. A neutral library scene was used to explore persecutory thoughts without explicit hostility;
  3. Questionnaires were completed before and after the virtual environment to assess potential priming effects;
  4. 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

  1. Informed consent: Participants consented but knowledge of study was unclear;
  2. Right to withdraw: not explicitly mentioned;
  3. Deception: Researchers hid their focus on persecutory thoughts;
  4. Protection from physical harm: No apparent physical harm mentioned;
  5. Protection from psychological harm: Potential distress to people having persecutory ideation in relation to the avatars in the virtual library;
  6. Debriefing: Questionnaire and interview, but debriefing not mentioned;
  7. Privacy: Virtual environment privacy measures not specified;
  8. 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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