沉浸式虚拟现实环境中社交技能习得的心理框架:概念化、应用和实证评估

IF 5.8 Q1 PSYCHOLOGY, EXPERIMENTAL
Yannik A. Escher , Hannes M. Petrowsky , Friederike Knabbe , Poldi Kuhl , David D. Loschelder
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引用次数: 0

摘要

驾驭复杂社会情境的能力是人类互动的核心。然而,在(心理上)安全的环境中获得广泛适用的社交技能的有效训练仍然是难以捉摸的。我们建议通过虚拟现实(VR)提高个人的社交技能和他们的前因后果来解决这一差距。我们的研究旨在概念化、应用和实证评估沉浸式环境中社交技能习得的新框架。使用专门开发的工作面试培训,我们采用预注册的2 × 3混合干预设计(N = 114),在三个测量波(培训前、培训后、培训后四个月)中比较基于vr和基于聊天的培训。结果表明,虚拟现实干预显著提高了个体的面试自我效能感,降低了个体的任务相关焦虑。以聊天为基础的干预也有类似的有利效果。两种训练对自我效能感和焦虑的积极影响持续了四个月以上。然而,虚拟现实培训只需要50%的培训时间就能取得类似的成功,参与者报告说他们更喜欢虚拟现实体验——更生动地回忆起它,并表示更愿意再次参加类似的培训。调解结果与我们提出的沉浸式环境中社交技能习得的框架一致,并通过关键的心理途径——生理唤醒,以及认知和动机因素——确立了VR的有效性。我们的工作为越来越多的关于虚拟现实学习的文献提供了一个概念框架,并从经验上强调了虚拟现实培训可以为在模拟、安全、标准化和可扩展的环境中训练复杂的社会行为提供一种引人入胜和有效的方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A psychological framework for social skill acquisition in immersive VR environments: Conceptualization, application, and empirical evaluation
The ability to navigate complex social situations is central for human interaction. Yet, effective trainings in (psychologically) safe environments for the acquisition of widely applicable social skills remain elusive. We suggest enhancing individuals' social skills and their antecedents through virtual reality (VR) to address this gap. Our research seeks to conceptualize, apply, and empirically evaluate a novel framework for social skill acquisition in immersive environments. Using a specifically developed job-interview training, we employ a preregistered 2 × 3 mixed intervention design (N = 114), comparing VR-based vs. chat-based trainings across three measurement waves (before vs. immediately after vs. four months after training). Results show that our VR intervention significantly improved individuals' job-interview self-efficacy and lowered their task-related anxiety. The chat-based intervention had similarly favorable effects. The positive effects on self-efficacy and anxiety from both trainings persisted over four months. The VR training, however, required only 50% of the training time for comparable success, and participants reported a preference for the VR experience—recalling it more vividly and expressing a higher willingness to reengage in similar trainings. Mediation results align with our proposed framework for social skill acquisition in immersive environments and establish VR's effectiveness through key psychological pathways—physiological arousal, as well as cognitive and motivational factors. Our work contributes a conceptual framework to the growing body of literature on learning in VR and empirically highlights that VR trainings can provide an engaging and efficient method for training complex social behaviors in a simulated, safe, standardized, and scalable environment.
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CiteScore
7.80
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