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Chen Z, Eben C, Reimer CB, Verbruggen F. Am I Winning or Losing? Probing the Appraisal of Partial Wins via Response Vigor. J Gambl Stud 2024; 40:131-157. [PMID: 37270469 PMCID: PMC10904435 DOI: 10.1007/s10899-023-10216-z] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 05/07/2023] [Indexed: 06/05/2023]
Abstract
Attempts to obtain rewards are not always successful. Despite investing much time, effort, or money, sometimes individuals may not obtain any reward. Other times they may obtain some reward, but the obtained reward may be smaller than their initial investment, such as partial wins in gambling. It remains unclear how such ambiguous outcomes are appraised. To address this question, we systematically varied the payoffs for different outcomes in a computerized scratch card task across three experiments. To test outcome appraisal, we used response vigor as a novel proxy. In the scratch card task, participants turned three cards one by one. Depending on the turned cards, they either received an amount that was higher than the wager (win), an amount lower than the wager (partial win), or nothing (loss). Overall, participants responded to partial wins more slowly than losses, but more quickly than wins. Partial wins were therefore appraised to be better than losses, but worse than wins. Importantly, further analyses showed that outcome appraisal was not based on the net win or loss amount. Instead, participants primarily used the configuration of turned cards as a cue for the relative rank of an outcome within a specific game. Outcome appraisals thus utilize simple heuristic rules, rely on salient information (such as outcome-related cues in gambling), and are specific to a local context. Together, these factors may contribute to the misperception of partial wins as real wins in gambling. Future work may examine how outcome appraisal may be modulated by the salience of certain information, and investigate the appraisal process in contexts beyond gambling.
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Affiliation(s)
- Zhang Chen
- Department of Experimental Psychology, Ghent University, Henri Dunantlaan 2, 9000, Gent, Belgium.
| | - Charlotte Eben
- Department of Experimental Psychology, Ghent University, Henri Dunantlaan 2, 9000, Gent, Belgium
| | - Christina B Reimer
- Department of Experimental Psychology, Ghent University, Henri Dunantlaan 2, 9000, Gent, Belgium
| | - Frederick Verbruggen
- Department of Experimental Psychology, Ghent University, Henri Dunantlaan 2, 9000, Gent, Belgium
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Quaglieri A, Pizzo A, Cricenti C, Tagliaferri G, Frisari FV, Burrai J, Mari E, Lausi G, Giannini AM, Zivi P. Gambling and virtual reality: unraveling the illusion of near-misses effect. Front Psychiatry 2024; 15:1322631. [PMID: 38362030 PMCID: PMC10867214 DOI: 10.3389/fpsyt.2024.1322631] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/17/2023] [Accepted: 01/10/2024] [Indexed: 02/17/2024] Open
Abstract
Introduction Studying gambling behavior is a crucial element in reducing the impact of problem gambling. Nevertheless, most current research is carried out in controlled laboratory settings rather than real-life situations, which raises concerns about how applicable the findings are in the broader context. Virtual reality (VR) has proven to be a valuable tool and has been utilized in various experimental scenarios. A limited number of studies have employed VR to investigate gambling behaviors, and few have explored them in an older adolescent context. Methods This study examined the behavioral and physiological effects of gambling behavior, including problem gambling, gaming addiction, and risk-taking decision-making in a sample of 36 high-school students aged between 18 to 20 years using an ad-hoc constructed VR scenario designed to simulate a slot-machine platform. Results The behavioral results highlighted that participants reporting more problem gambling were sensitive to near-misses: i.e., they bet more after near-misses than after losses. This result may reflect the false belief that gamblers, after near-misses, are closer to winning. Physiological data showed that participants exhibited heart rate deceleration during the anticipation of the outcome, which has been suggested to represent a marker of feedback anticipation processing and hyposensitivity to losses. Discussion Overall, this study provides evidence for a new VR tool to assess gambling behaviors and new insights into gambling-related behavioral and physiological factors. Implications for the treatment of problem gambling are discussed.
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Affiliation(s)
| | - Alessandra Pizzo
- Department of Psychology, Sapienza University of Rome, Rome, Italy
| | | | | | - Francesca Valeria Frisari
- Department of Psychology of Development and Socialization Processes, Sapienza University of Rome, Rome, Italy
| | - Jessica Burrai
- Department of Psychology, Sapienza University of Rome, Rome, Italy
| | - Emanuela Mari
- Department of Psychology, Sapienza University of Rome, Rome, Italy
| | - Giulia Lausi
- Department of Psychology, Sapienza University of Rome, Rome, Italy
| | | | - Pierpaolo Zivi
- Department of Psychology, Sapienza University of Rome, Rome, Italy
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Bell IH, Nicholas J, Alvarez-Jimenez M, Thompson A, Valmaggia L. Virtual reality as a clinical tool in mental health research and practice
. DIALOGUES IN CLINICAL NEUROSCIENCE 2021; 22:169-177. [PMID: 32699517 PMCID: PMC7366939 DOI: 10.31887/dcns.2020.22.2/lvalmaggia] [Citation(s) in RCA: 82] [Impact Index Per Article: 27.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Indexed: 12/20/2022]
Abstract
Virtual reality (VR) is a potentially powerful technology for enhancing assessment
in mental health. At any time or place, individuals can be transported into immersive
and interactive virtual worlds that are fully controlled by the researcher or clinician.
This capability is central to recent interest in how VR might be harnessed in both
treatment and assessment of mental health conditions. The current review provides a
summary of the advantages of using VR for assessment in mental health, focusing on
increasing ecological validity of highly controlled environments, enhancing
personalization and engagement, and capturing real-time, automated data in real-world
contexts. Considerations for the implementation of VR in research and clinical settings
are discussed, including current issues with cost and access, developing evidence base,
technical challenges, and ethical implications. The opportunities and challenges of VR
are important to understand as researchers and clinicians look to harness this
technology to improve mental health outcomes.
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Affiliation(s)
- Imogen H Bell
- Orygen, Melbourne, Australia; Centre for Youth Mental Health, The University of Melbourne, Australia
| | - Jennifer Nicholas
- Orygen, Melbourne, Australia; Centre for Youth Mental Health, The University of Melbourne, Australia
| | - Mario Alvarez-Jimenez
- Orygen, Melbourne, Australia; Centre for Youth Mental Health, The University of Melbourne, Australia
| | - Andrew Thompson
- Orygen, Melbourne, Australia; Centre for Youth Mental Health, The University of Melbourne, Australia; University of Warwick - Division of Mental Health and Wellbeing, University of Warwick, UK
| | - Lucia Valmaggia
- King's College London, Institute of Psychiatry, Psychology & Neuroscience, London, UK; South London and Maudsley NHS Foundation Trust, London, UK
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Reliability assessment of temporal discounting measures in virtual reality environments. Sci Rep 2021; 11:7015. [PMID: 33782424 PMCID: PMC8007609 DOI: 10.1038/s41598-021-86388-8] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/21/2020] [Accepted: 03/15/2021] [Indexed: 02/01/2023] Open
Abstract
In recent years the emergence of high-performance virtual reality (VR) technology has opened up new possibilities for the examination of context effects in psychological studies. The opportunity to create ecologically valid stimulation in a highly controlled lab environment is especially relevant for studies of psychiatric disorders, where it can be problematic to confront participants with certain stimuli in real life. However, before VR can be confidently applied widely it is important to establish that commonly used behavioral tasks generate reliable data within a VR surrounding. One field of research that could benefit greatly from VR-applications are studies assessing the reactivity to addiction related cues (cue-reactivity) in participants suffering from gambling disorder. Here we tested the reliability of a commonly used temporal discounting task in a novel VR set-up designed for the concurrent assessment of behavioral and psychophysiological cue-reactivity in gambling disorder. On 2 days, thirty-four healthy non-gambling participants explored two rich and navigable VR-environments (neutral: café vs. gambling-related: casino and sports-betting facility), while their electrodermal activity was measured using remote sensors. In addition, participants completed the temporal discounting task implemented in each VR environment. On a third day, participants performed the task in a standard lab testing context. We then used comprehensive computational modeling using both standard softmax and drift diffusion model (DDM) choice rules to assess the reliability of discounting model parameters assessed in VR. Test-retest reliability estimates were good to excellent for the discount rate log(k), whereas they were poor to moderate for additional DDM parameters. Differences in model parameters between standard lab testing and VR, reflecting reactivity to the different environments, were mostly numerically small and of inconclusive directionality. Finally, while exposure to VR generally increased tonic skin conductance, this effect was not modulated by the neutral versus gambling-related VR-environment. Taken together this proof-of-concept study in non-gambling participants demonstrates that temporal discounting measures obtained in VR are reliable, suggesting that VR is a promising tool for applications in computational psychiatry, including studies on cue-reactivity in addiction.
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Head-Mounted Display-Based Application for Cognitive Training. SENSORS 2020; 20:s20226552. [PMID: 33212748 PMCID: PMC7696435 DOI: 10.3390/s20226552] [Citation(s) in RCA: 9] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 10/21/2020] [Revised: 11/08/2020] [Accepted: 11/12/2020] [Indexed: 12/20/2022]
Abstract
Virtual Reality (VR) has had significant advances in rehabilitation, due to the gamification of cognitive activities that facilitate treatment. On the other hand, Immersive Virtual Reality (IVR) produces outstanding results due to the interactive features with the user. This work introduces a VR application for memory rehabilitation by walking through a maze and using the Oculus Go head-mounted display (HMD) technology. The mechanics of the game require memorizing geometric shapes while the player progresses in two modes, autonomous or manual, with two levels of difficulty depending on the number of elements to remember. The application is developed in the Unity 3D video game engine considering the optimization of computational resources to improve the performance in the processing and maintaining adequate benefits for the user, while the generated data is stored and sent to a remote server. The maze task was assessed with 29 subjects in a controlled environment. The obtained results show a significant correlation between participants’ response accuracy in both the maze task and a face–pair test. Thus, the proposed task is able to perform memory assessments.
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Kourtesis P, Collina S, Doumas LAA, MacPherson SE. Technological Competence Is a Pre-condition for Effective Implementation of Virtual Reality Head Mounted Displays in Human Neuroscience: A Technological Review and Meta-Analysis. Front Hum Neurosci 2019; 13:342. [PMID: 31632256 PMCID: PMC6783565 DOI: 10.3389/fnhum.2019.00342] [Citation(s) in RCA: 57] [Impact Index Per Article: 11.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/27/2019] [Accepted: 09/18/2019] [Indexed: 11/13/2022] Open
Abstract
Immersive virtual reality (VR) emerges as a promising research and clinical tool. However, several studies suggest that VR induced adverse symptoms and effects (VRISE) may undermine the health and safety standards, and the reliability of the scientific results. In the current literature review, the technical reasons for the adverse symptomatology are investigated to provide suggestions and technological knowledge for the implementation of VR head-mounted display (HMD) systems in cognitive neuroscience. The technological systematic literature indicated features pertinent to display, sound, motion tracking, navigation, ergonomic interactions, user experience, and computer hardware that should be considered by the researchers. Subsequently, a meta-analysis of 44 neuroscientific or neuropsychological studies involving VR HMD systems was performed. The meta-analysis of the VR studies demonstrated that new generation HMDs induced significantly less VRISE and marginally fewer dropouts. Importantly, the commercial versions of the new generation HMDs with ergonomic interactions had zero incidents of adverse symptomatology and dropouts. HMDs equivalent to or greater than the commercial versions of contemporary HMDs accompanied with ergonomic interactions are suitable for implementation in cognitive neuroscience. In conclusion, researchers' technological competency, along with meticulous methods and reports pertinent to software, hardware, and VRISE, are paramount to ensure the health and safety standards and the reliability of neuroscientific results.
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Affiliation(s)
- Panagiotis Kourtesis
- Human Cognitive Neuroscience, Department of Psychology, University of Edinburgh, Edinburgh, United Kingdom.,Department of Psychology, University of Edinburgh, Edinburgh, United Kingdom.,Lab of Experimental Psychology, Suor Orsola Benincasa University of Naples, Naples, Italy.,Interdepartmental Centre for Planning and Research "Scienza Nuova", Suor Orsola Benincasa University of Naples, Naples, Italy
| | - Simona Collina
- Lab of Experimental Psychology, Suor Orsola Benincasa University of Naples, Naples, Italy.,Interdepartmental Centre for Planning and Research "Scienza Nuova", Suor Orsola Benincasa University of Naples, Naples, Italy
| | - Leonidas A A Doumas
- Department of Psychology, University of Edinburgh, Edinburgh, United Kingdom
| | - Sarah E MacPherson
- Human Cognitive Neuroscience, Department of Psychology, University of Edinburgh, Edinburgh, United Kingdom.,Department of Psychology, University of Edinburgh, Edinburgh, United Kingdom
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