Association Between Sensation Seeking and Fear Response: Interventional Study of Personality and Behavior Using a Virtual Reality Heights Simulation.

IF 1.8
JMIR XR and spatial computing Pub Date : 2025-11-04 eCollection Date: 2025-01-01 DOI:10.2196/73785
Rebecca C Daugherty, Christina S Jacksack, Becca J Daye, Brandon G Oberlin
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引用次数: 0

Abstract

Background: Immersive virtual reality (VR) technology presents digital simulations that create the sense of an actual experience. VR simulations are persuasive enough to elicit physiological reactions that mirror real-world responses. Prior research suggests that fear responses and sensation seeking are inversely correlated, but that work largely relies on self-reported outcomes and hypothetical scenarios.

Objective: To more closely model real-world phenomena, we tested for inverse associations using an experiential height exposure simulation and a behavioral task for sensation seeking. We tested these associations comprehensively by using multiple methods for convergent evidence.

Methods: A total of 57 healthy undergraduates participated in an interventional study that included an anxiety-inducing VR simulation, behavioral tasks, and personality inventories. The VR paradigm (Richie's Plank) prompted users to walk across and step off a plank at the top of a skyscraper. This simulation of extreme height exposure and falling was intended to evoke fear. Physiological recordings and self-reported state anxiety were collected prior to and during the experience. Behavioral sensation seeking was quantified using an olfactory choice task offering a "boring" or "exciting" (risky) option varying in intensity and pleasantness. Evoked fear was calculated as the difference between the calm (pre-plank) and provoked fear state (standing on the plank), with correlations performed between evoked fear and personality and behavioral measures. The false discovery rate was set to q<.05, with analyses conducted in SPSS.

Results: The VR experience evoked self-reported fear (P<.001) and physiological arousal (P<.006 for heart rate and P<.017 for respiration). Acrophobia correlated with self-reported fear in men and women (P<.01). Behavioral sensation seeking negatively correlated with both self-reported fear (P=.02) and increased heart rate in men (P=.02). Behavioral and self-reported sensation seeking were uncorrelated (P=.89). Self-reported fear was uncorrelated with physiological fear responses (P>.46).

Conclusions: VR simulations can produce lifelike responses to scenarios that are impractical to test in reality. Our demonstration of an experiential manipulation negatively correlating with sensation seeking behavior in men increases confidence in other findings from studies using more traditional methods. Our use of VR along with objective measures, for example, behavioral tasks, and subjective measures, for example, self-report, confirm the effectiveness of these tools to investigate behavioral health topics. Our findings further suggest that sex is an important intervening factor for fear and sensation seeking and that additional study is warranted. This study highlights the potential of VR to expand convergent validity more broadly with other traits and paradigms. Finally, VR technology permits presenting highly abstract or improbable scenarios, thus expanding the range of topics for behavioral investigations. Given the ever-wider adoption of immersive therapeutics in the clinic, VR research will continue to facilitate the study of biobehavioral outcomes and interactions with personality factors and advance actionable knowledge for clinical applications.

感觉寻求和恐惧反应之间的联系:使用虚拟现实高度模拟的人格和行为的介入研究。
背景:沉浸式虚拟现实(VR)技术提供数字模拟,创造真实体验的感觉。VR模拟具有足够的说服力,可以引发反映现实世界反应的生理反应。先前的研究表明,恐惧反应和寻求感觉是负相关的,但这项工作主要依赖于自我报告的结果和假设的场景。目的:为了更紧密地模拟现实世界的现象,我们使用经验高度暴露模拟和感觉寻求行为任务来测试反向关联。我们通过使用多种方法对这些关联进行了综合检验。方法:57名健康大学生参与了一项干预性研究,包括诱导焦虑的虚拟现实模拟、行为任务和人格量表。VR范例(里奇的木板)促使用户从摩天大楼顶部的木板上走过并走下来。这种极端高度暴露和坠落的模拟是为了唤起恐惧。在体验前和体验中收集生理记录和自我报告的焦虑状态。行为感觉寻求是通过嗅觉选择任务进行量化的,该任务提供了强度和愉悦度不同的“无聊”或“兴奋”(冒险)选项。唤起的恐惧被计算为平静(平板支撑前)和激起的恐惧状态(站在平板支撑上)之间的差异,被唤起的恐惧与个性和行为测量之间的相关性。结果:虚拟现实体验诱发了自我报告的恐惧(PPPP.01)。行为感觉寻求与自我报告的恐惧(P= 0.02)和男性心率增加(P= 0.02)负相关。行为和自我报告的感觉寻求不相关(P= 0.89)。自我报告的恐惧与生理恐惧反应不相关(P < 0.05)。结论:虚拟现实模拟可以对现实中无法测试的场景产生逼真的反应。我们对经验操纵与男性感觉寻求行为负相关的论证,增加了对使用更传统方法研究的其他发现的信心。我们将虚拟现实与客观测量(例如行为任务)和主观测量(例如自我报告)一起使用,证实了这些工具在调查行为健康主题方面的有效性。我们的研究结果进一步表明,性是恐惧和寻求感觉的重要干预因素,需要进一步的研究。本研究强调了虚拟现实与其他特质和范式更广泛地扩展趋同效度的潜力。最后,虚拟现实技术允许呈现高度抽象或不可能的场景,从而扩大了行为研究的主题范围。鉴于沉浸式治疗在临床中的应用越来越广泛,VR研究将继续促进生物行为结果和与人格因素相互作用的研究,并为临床应用提供可操作的知识。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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