Soziales Kompetenztraining in Virtueller Realität bei sozialer Angst
Validierung relevanter Interaktionssituationen
Abstract
Zusammenfassung.Theoretischer Hintergrund: Soziale Kompetenztrainings sind wichtige Werkzeuge bei der Psychotherapie der Sozialen Angststörung. Die Durchführung in Virtueller Realität (VR) könnte die Verfügbarkeit und Effektivität erhöhen, allerdings besteht ein Bedarf an validierten VR-Szenarien. Fragestellung: Geprüft wird die Validität von zwei in Anlehnung an das Gruppentraining sozialer Kompetenzen von Hinsch und Pfingsten (2015) entwickelten VR-Szenarien. Es wird angenommen, dass die durch das Szenario ausgelösten Komponenten sozialer Angst auf subjektiver, psychophysiologischer und kognitiver Ebene signifikant zwischen höher (HSA) und niedriger (NSA) sozial ängstlichen Personen differenzieren. Methode: Insgesamt durchliefen N = 55 HSA und NSA Studierende zwei VR-Szenarien vom Typ „Recht durchsetzen“. Zusätzlich wurde experimentell die Blickkontaktdauer des virtuellen Gesprächspartners variiert. Hauptoutcome war die erlebte Angst in den Rollenspielen. Zusätzlich wurden Herzschlagfrequenz, Hautleitfähigkeit sowie die Einschätzung der eigenen Kompetenz erfasst. Ergebnisse: HSA im Vergleich zu NSA berichteten für beide Szenarien signifikant höhere Angst sowie negative Verzerrungen in Bezug auf die Einschätzung der eigenen Kompetenz. Zusätzlich zeigte sich eine physiologische Aktivierung während der Rollenspiele, aber keine Differenzierung zwischen beiden Gruppen. Beide VR-Szenarien wurden als realistisch empfunden. Schlussfolgerungen: Virtuelle Interaktionsszenarien können zu Trainingszwecken genutzt werden und Soziale Kompetenztrainings in VR haben ein großes Potential für den Einsatz als psychotherapeutisches Verfahren bei Sozialer Angststörung.
Abstract.Background: Social skills training is an important tool in psychotherapy for social anxiety disorder. The implementation of virtual reality (VR) could increase its availability and effectiveness, but there is a need for validated VR scenarios. Objective: We examined the validity of two VR scenarios according to the group training of social skills by Hinsch and Pfingsten (2015). We hypothesize that the subjective, psychophysiological, and cognitive components of social anxiety triggered by the scenario significantly differentiate between higher (HSA) and lower (NSA) socially anxious persons. Method: A sample of N = 55 HSA and NSA students underwent two VR scenarios for the training of assertiveness. Additionally, the duration of eye contact by the virtual interaction partner was varied experimentally. The main outcome measure was experienced anxiety. In addition, heart rate, electrodermal activity, as well as the assessment of own’s own competence were recorded. Results: In both scenarios, HSA compared with NSA reported significantly higher anxiety as well as negative distortions regarding the assessment of one’s own competency. With regard to physiology, there was activation but no differentiation between groups. Both VR scenarios were perceived as realistic. Conclusion: Virtual interaction scenarios can be used for training purposes, and social skills training in VR has great potential as a psychotherapeutic intervention for social anxiety disorder.
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