Feasibility of a virtual reality-based interactive feedback program for modifying dysfunctional communication: a preliminary study
Abstract Background Functional 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 f...
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doaj-f608496f1de140cb907cda67d917a1ae2020-11-25T02:38:22ZengBMCBMC Psychology2050-72832020-05-018111110.1186/s40359-020-00418-0Feasibility of a virtual reality-based interactive feedback program for modifying dysfunctional communication: a preliminary studyJunhyung Kim0Young Hoon Jung1Yu-Bin Shin2Min-Kyeong Kim3Hyojung Eom4Eunjoo Kim5Joohan Kim6Jae-Jin Kim7Department of Psychiatry, Yonsei University College of MedicineInstitute of Behavioral Science in Medicine, Yonsei University College of MedicineInstitute of Behavioral Science in Medicine, Yonsei University College of MedicineInstitute of Behavioral Science in Medicine, Yonsei University College of MedicineInstitute of Behavioral Science in Medicine, Yonsei University College of MedicineDepartment of Psychiatry, Yonsei University College of MedicineDepartment of Communication, Yonsei University College of Social SciencesDepartment of Psychiatry, Yonsei University College of MedicineAbstract Background Functional 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. Methods Thirty-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. Results Participants 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. Conclusion These 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.http://link.springer.com/article/10.1186/s40359-020-00418-0Dysfunctional communicationVirtual realityTraining programFeasibility |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Junhyung Kim Young Hoon Jung Yu-Bin Shin Min-Kyeong Kim Hyojung Eom Eunjoo Kim Joohan Kim Jae-Jin Kim |
spellingShingle |
Junhyung Kim Young Hoon Jung Yu-Bin Shin Min-Kyeong Kim Hyojung Eom Eunjoo Kim Joohan Kim Jae-Jin Kim Feasibility of a virtual reality-based interactive feedback program for modifying dysfunctional communication: a preliminary study BMC Psychology Dysfunctional communication Virtual reality Training program Feasibility |
author_facet |
Junhyung Kim Young Hoon Jung Yu-Bin Shin Min-Kyeong Kim Hyojung Eom Eunjoo Kim Joohan Kim Jae-Jin Kim |
author_sort |
Junhyung Kim |
title |
Feasibility of a virtual reality-based interactive feedback program for modifying dysfunctional communication: a preliminary study |
title_short |
Feasibility of a virtual reality-based interactive feedback program for modifying dysfunctional communication: a preliminary study |
title_full |
Feasibility of a virtual reality-based interactive feedback program for modifying dysfunctional communication: a preliminary study |
title_fullStr |
Feasibility of a virtual reality-based interactive feedback program for modifying dysfunctional communication: a preliminary study |
title_full_unstemmed |
Feasibility of a virtual reality-based interactive feedback program for modifying dysfunctional communication: a preliminary study |
title_sort |
feasibility of a virtual reality-based interactive feedback program for modifying dysfunctional communication: a preliminary study |
publisher |
BMC |
series |
BMC Psychology |
issn |
2050-7283 |
publishDate |
2020-05-01 |
description |
Abstract Background Functional 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. Methods Thirty-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. Results Participants 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. Conclusion These 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. |
topic |
Dysfunctional communication Virtual reality Training program Feasibility |
url |
http://link.springer.com/article/10.1186/s40359-020-00418-0 |
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