ArticleBMC psychology2020
Feasibility of a virtual reality-based interactive feedback program for modifying dysfunctional communication: a preliminary study.
Article in BMC psychology, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 5 papers.
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Who cites it
5 citing papers in PubMed.
- Children's Responses to Peer Conflict Scenarios: Feasibility and Initial Psychometric Properties of an Interactive Virtual Reality Assessment in a Clinical and Non-Clinical Sample.Research on child and adolescent psychopathology · 2026Article
- The Potential and Challenges of Virtual Reality as an Adjunctive Treatment of Depression Patients.Advances in experimental medicine and biology · 2024Review
- A virtual reality-based self-guided training on identification of negative automatic thoughts in healthy adults: a mixed-methods feasibility study.Frontiers in psychiatry · 2024Article
- Feasibility of the virtual reality-based assessments in patients with panic disorder.Frontiers in psychiatry · 2023Article
- Development and Validation of a Virtual Reality-Based Training Program for Promoting Subjective Well-Being.Psychiatry investigation · 2020Article
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8 authors.
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Abstract
backgroundFunctional communication is vital in many areas of daily life, and modifying dysfunctional communication has been emphasized in various social areas, including family and school. The present preliminary study addressed the feasibility of a virtual reality (VR)-based interactive feedback program for the modification of dysfunctional communication.
methodsThirty-seven healthy young males completed psychological assessments associated with functional communication and participated in the VR-based program, consisting of the three tasks of 'exploring the communication style,' 'practicing functional communication,' and 'expressing empathy.' Behavioral parameters were recorded based on the participants' choices among available options and the visual analog scale scores that resulted in responses to questions in the tasks.
resultsParticipants completed the program without dropping-out and reported 10.76 (SD, 9.66) in the Simulator Sickness Questionnaire and 106.97 (SD, 16.66) in the Presence Questionnaire. In exploring the communication style, there was no difference between the dysfunction level-with family and dysfunction level-with a friend, but only the dysfunction level-with family showed significant correlations with the level of communication with parents. In practicing functional communication, the communication scores with the placating, blaming, and computing styles significantly increased according to the repetition of trials. In expressing empathy, the empathetic feeling score was negatively correlated with the perspective-taking score, whereas the emotional intensity score was positively correlated with the level of differentiation of the self.
conclusionThese results suggest that the program may have a tolerable level of cybersickness, an adequate level of presence, an improvement in the behavioral parameters that may reflect the important aspects of communication, and a proper reflection of psychological states or interpersonal characteristics. The use of this program can be an important starting point for the development of a more convenient method for delivering VR programs designed to modify dysfunctional communication, which can further increase computerized dissemination.
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