Interact VR provides an immersive series of games that elicit the experience of social rejection, using subtle social exclusion, and complete exclusion. Interact VR was modeled after the CyberBall task, which is a National Institute of Mental Health recommended assessment for rejection sensitivity under the Affiliation and Attachment domain of the RDoC classification. Unlike the traditional CyberBall task, Interact VR is immersive and engaging, with believable players, and offers behavioral and self-report outcomes within the gameplay. With customizable settings, scientists can capture self-report data of emotions, self-worth, and aggression response to varying levels of social rejection.
Interact VR is based on the evidence-based CyberBall task, which is designed to assess a persons reaction to social rejection. Unlike the traditional CyberBall task, Interact VR provides an immersive experience that people want to play.
Interact VR has been designed to be used with psychophysiological measures. Unlike traditional social rejection and affiliation tasks, Interact VR provides a multi-measure approach for assessing behavioral response (e.g., aggressive retaliation) and survey data all collected within the gameplay.
Interact VR provides users an immersive social gameplay that stimulates social affiliation and rejection. These include dynamic social cues and interactions that increase the fidelity fo social engagement and overall believability playing against peers.
Participant reported feeling more sad, isolated, and frustrated to social rejection condition.
Participants experiencing social rejection reported great SNS activity measured by EDA and PEP.
Participants responded to social rejection with greater negative valence using facial EMG.
Participants responded to social rejection with greater aggressive behavior.
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