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Assessment of threat and negativity bias in virtual reality

Negativity bias, i.e., tendency to respond strongly to negative stimuli, can be captured via behavioural and psychophysiological responses to potential threat. A virtual environment (VE) was created at room-scale wherein participants traversed a grid of ice blocks placed 200 m above the ground. Thre...

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Published in:Scientific reports 2020-10, Vol.10 (1), p.17338-17338, Article 17338
Main Authors: Baker, Christopher, Pawling, Ralph, Fairclough, Stephen
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description Negativity bias, i.e., tendency to respond strongly to negative stimuli, can be captured via behavioural and psychophysiological responses to potential threat. A virtual environment (VE) was created at room-scale wherein participants traversed a grid of ice blocks placed 200 m above the ground. Threat was manipulated by increasing the probability of encountering ice blocks that disintegrated and led to a virtual fall. Participants interacted with the ice blocks via sensors placed on their feet. Thirty-four people were recruited for the study, who were divided into High (HN) and Low (LN) Neuroticism groups. Movement data were recorded alongside skin conductance level and facial electromyography from the corrugator supercilii and zygomaticus major. Risk-averse behaviours, such as standing on ‘safe’ blocks and testing blocks prior to movement, increased when threat was highest. HN individuals exhibited more risk-averse behaviour than the LN group, especially in the presence of high threat. In addition, activation of the corrugator muscle was higher for HN individuals in the period following a movement to an ice block. These findings are discussed with respect to the use of room-scale VE as a protocol for emotion induction and measuring trait differences in negativity bias within VR.
doi_str_mv 10.1038/s41598-020-74421-1
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subjects 631/378/1457
631/443
631/477
631/477/2811
639/705/258
692/699/476
Humanities and Social Sciences
multidisciplinary
Science
Science (multidisciplinary)
title Assessment of threat and negativity bias in virtual reality
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