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Social Fear Conditioning Paradigm in Virtual Reality: Social vs. Electrical Aversive Conditioning

机译:虚拟现实中的社交恐惧条件范式:社交与电子厌恶条件

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In a previous study we could show that social fear can be induced and extinguished using virtual reality (VR). In the present study, we aimed to investigate the belongingness effect in an operant social fear conditioning (SFC) paradigm which consisted of an acquisition and an extinction phase. Forty-three participants used a joystick to approach different virtual male agents that served as conditioned stimuli. Participants were randomly allocated to one of two experimental conditions. In the electroshock condition, the unconditioned stimulus (US) used during acquisition was an electric stimulation. In the social threat condition, the US consisted of an offense: a spit in the face, mimicked by a sound and a weak air blast to the participant’s neck combined with an insult. In both groups the US was presented when participants were close to the agent (75% contingency for CS+). Outcome variables included subjective, psychophysiological and behavioral data. As expected, fear and contingency ratings increased significantly during acquisition and the differentiation between CS+ and CS- vanished during extinction. Furthermore, a clear difference in skin conductance between CS+ and CS- at the beginning of the acquisition indicated that SFC had been successful. However, a fast habituation to the US was found toward the end of the acquisition phase for the physiological response. Furthermore, participants showed avoidance behavior toward CS+ in both conditions. The results show that social fear can successfully be induced and extinguished in VR in a human sample. Thus, our paradigm can help to gain insight into learning and unlearning of social fear. Regarding the belongingness effect, the social threat condition benefits from a better differentiation between the aversive and the non-aversive stimuli. As next step we suggest comparing social-phobic patients to healthy controls in order to investigate possible differences in discrimination learning and to foster the development of more efficient treatments for social phobia.
机译:在先前的研究中,我们可以证明,使用虚拟现实(VR)可以诱发和消除社会恐惧感。在本研究中,我们旨在研究在操作性社会恐惧条件(SFC)范式中的归属效应,该范式包括获取和灭绝阶段。 43名参与者使用操纵杆接近充当条件刺激的不同虚拟男性角色。参与者被随机分配到两个实验条件之一。在电击条件下,采集过程中使用的无条件刺激(US)是电刺激。在社交威胁条件下,美国构成犯罪:脸部吐痰,被声音和微弱的吹气模仿参与者的脖子,再加上侮辱。在两组中,当参与者靠近代理人时(在CS +的应急率为75%),都显示了美国。结果变量包括主观,心理生理和行为数据。正如预期的那样,恐惧和意外事件评级在获取过程中显着增加,而CS +和CS-之间的区别在灭绝过程中消失了。此外,在开始采集时,CS +和CS-之间的皮肤电导率明显不同,这表明SFC已成功。但是,在生理反应的获取阶段快要结束时,人们很快就习惯了美国。此外,参与者在两种情况下都表现出对CS +的回避行为。结果表明,在人类样本中,可以成功地诱发和消除社会恐惧感。因此,我们的范例可以帮助您了解社会恐惧的学习和不学习。关于归属效应,社会威胁条件得益于厌恶刺激和非厌恶刺激之间更好的区分。下一步,我们建议将社交恐惧症患者与健康对照进行比较,以调查歧视性学习中可能存在的差异并促进开发更有效的社交恐惧症治疗方法。

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