TY - JOUR
T1 - Testing the efficacy of a virtual reality-based simulation in enhancing users’ knowledge, attitudes, and empathy relating to psychosis
AU - Formosa, Nicholas J.
AU - Morrison, Ben W.
AU - Hill, Geoffrey
AU - Stone, Daniel
N1 - Includes bibliographical references.
PY - 2018/3
Y1 - 2018/3
N2 - Objective: The 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. Method: The 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). Results: Participants’ 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. Conclusions: The findings suggest that VR-based simulations of psychopathology may offer a promising platform for delivering a constructionist approach to psychology education.
AB - Objective: The 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. Method: The 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). Results: Participants’ 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. Conclusions: The findings suggest that VR-based simulations of psychopathology may offer a promising platform for delivering a constructionist approach to psychology education.
KW - Constructionist education
KW - Mental health
KW - Psychology education
KW - Virtual reality
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U2 - 10.1111/ajpy.12167
DO - 10.1111/ajpy.12167
M3 - Article
AN - SCOPUS:85021353964
SN - 0004-9530
VL - 70
SP - 57
EP - 65
JO - Australian Journal of Psychology
JF - Australian Journal of Psychology
IS - 1
ER -