Cargando…

T205. CHANGES IN SOCIAL ATTENTION AND EMOTION RECOGNITION FOLLOWING A PILOT SOCIAL SIMULATION COMPUTER GAME INTERVENTION FOR INDIVIDUALS WITH SCHIZOPHRENIA

BACKGROUND: Individuals with schizophrenia (SZ) exhibit significant difficulties processing and perceiving socioemotional information conveyed by others. Increasing evidence suggests that SZ deficits in facial emotion recognition, in particular, contribute to impaired daily social functioning. Studi...

Descripción completa

Detalles Bibliográficos
Autores principales: Ichinose, Megan, Wade, Joshua, Adery, Laura Hieber, Torregrossa, Lénie, Nichols, Heathman, BIan, Dayi, Gizdic, Alena, Sarkar, Nilanjan, Park, Sohee
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Oxford University Press 2018
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5887940/
http://dx.doi.org/10.1093/schbul/sby016.481
_version_ 1783312418933309440
author Ichinose, Megan
Wade, Joshua
Adery, Laura Hieber
Torregrossa, Lénie
Nichols, Heathman
BIan, Dayi
Gizdic, Alena
Sarkar, Nilanjan
Park, Sohee
author_facet Ichinose, Megan
Wade, Joshua
Adery, Laura Hieber
Torregrossa, Lénie
Nichols, Heathman
BIan, Dayi
Gizdic, Alena
Sarkar, Nilanjan
Park, Sohee
author_sort Ichinose, Megan
collection PubMed
description BACKGROUND: Individuals with schizophrenia (SZ) exhibit significant difficulties processing and perceiving socioemotional information conveyed by others. Increasing evidence suggests that SZ deficits in facial emotion recognition, in particular, contribute to impaired daily social functioning. Studies show that improving SZ patients’ visual attention to socially-relevant facial areas (eyes, nose, mouth) with targeted computer interventions will ameliorate deficits in emotion recognition. We tested whether 10 sessions of a novel, VR-based social simulation computer game would indirectly improve facial emotion recognition in SZ, and additionally whether potential gains were associated with changes in gaze patterns. METHODS: Fifteen SZ outpatients completed a social simulation computer game intervention involving a pre-training visit, 10 training sessions scheduled approximately twice per week (days until completion: M=38.8, SD=16), and a post-training visit. During training sessions, participants played a novel, adaptive VR-based computer game that involved approaching and engaging in conversations with various Avatar game characters across several naturalistic settings (a bus stop, café, grocery store). Each game session required completion of 12 “social missions” to determine information about different characters (e.g., food preference), achieved by selecting the appropriate conversational prompts and follow-up questions from multiple options. At pre- and post-training visits, emotion recognition was assessed with a novel dynamic facial affect recognition task (DFAR) and the Bell Lysaker Emotion Recognition Task (BLERT). During the DFAR, participants viewed adult Avatar characters (50% female) making one of 8 dynamic facial expressions (anger, sadness, fear, disgust, joy, surprise, contempt) while gaze data and behavioral responses were recorded. The VR-based computer game and DFAR were developed in-house with Autodesk Maya 3D animation and Unity software (unity3d.com). RESULTS: Patients’ emotion recognition accuracy (BLERT) significantly improved from pre- to post-training. Patients’ accuracy on the facial affect recognition task (DFAR) also significantly improved following training for specific negative emotions (anger, contempt, fear, and sadness). Regarding changes in visual attention, patients made overall fewer fixations at post-training (fixation duration threshold = 200ms) across relevant social areas (eyes, nose, mouth) when viewing emotional Avatar faces compared to pre-training. A general reduction in fixations was not accompanied by an increase in mean fixation duration. Rather, shorter fixation durations were positively associated with DFAR performance accuracy. DISCUSSION: SZ patients’ participation in a novel, VR-based computerized social simulation training may yield indirect benefits in emotion recognition. Specifically, patients exhibited improvements on a validated assessment of emotion perception (BLERT) following the 10-session computer training. A decrease in the number of fixations on socially-informative facial regions during Avatars’ emotion expression on the DFAR may indicate an increased efficiency in scanning for socioemotional information. Though much work remains in probing the exact nature of treatment mechanism and durability of these improvements, these promising initial results demonstrate the potential of an VR-based computer game for improving core deficits in social cognition.
format Online
Article
Text
id pubmed-5887940
institution National Center for Biotechnology Information
language English
publishDate 2018
publisher Oxford University Press
record_format MEDLINE/PubMed
spelling pubmed-58879402018-04-11 T205. CHANGES IN SOCIAL ATTENTION AND EMOTION RECOGNITION FOLLOWING A PILOT SOCIAL SIMULATION COMPUTER GAME INTERVENTION FOR INDIVIDUALS WITH SCHIZOPHRENIA Ichinose, Megan Wade, Joshua Adery, Laura Hieber Torregrossa, Lénie Nichols, Heathman BIan, Dayi Gizdic, Alena Sarkar, Nilanjan Park, Sohee Schizophr Bull Abstracts BACKGROUND: Individuals with schizophrenia (SZ) exhibit significant difficulties processing and perceiving socioemotional information conveyed by others. Increasing evidence suggests that SZ deficits in facial emotion recognition, in particular, contribute to impaired daily social functioning. Studies show that improving SZ patients’ visual attention to socially-relevant facial areas (eyes, nose, mouth) with targeted computer interventions will ameliorate deficits in emotion recognition. We tested whether 10 sessions of a novel, VR-based social simulation computer game would indirectly improve facial emotion recognition in SZ, and additionally whether potential gains were associated with changes in gaze patterns. METHODS: Fifteen SZ outpatients completed a social simulation computer game intervention involving a pre-training visit, 10 training sessions scheduled approximately twice per week (days until completion: M=38.8, SD=16), and a post-training visit. During training sessions, participants played a novel, adaptive VR-based computer game that involved approaching and engaging in conversations with various Avatar game characters across several naturalistic settings (a bus stop, café, grocery store). Each game session required completion of 12 “social missions” to determine information about different characters (e.g., food preference), achieved by selecting the appropriate conversational prompts and follow-up questions from multiple options. At pre- and post-training visits, emotion recognition was assessed with a novel dynamic facial affect recognition task (DFAR) and the Bell Lysaker Emotion Recognition Task (BLERT). During the DFAR, participants viewed adult Avatar characters (50% female) making one of 8 dynamic facial expressions (anger, sadness, fear, disgust, joy, surprise, contempt) while gaze data and behavioral responses were recorded. The VR-based computer game and DFAR were developed in-house with Autodesk Maya 3D animation and Unity software (unity3d.com). RESULTS: Patients’ emotion recognition accuracy (BLERT) significantly improved from pre- to post-training. Patients’ accuracy on the facial affect recognition task (DFAR) also significantly improved following training for specific negative emotions (anger, contempt, fear, and sadness). Regarding changes in visual attention, patients made overall fewer fixations at post-training (fixation duration threshold = 200ms) across relevant social areas (eyes, nose, mouth) when viewing emotional Avatar faces compared to pre-training. A general reduction in fixations was not accompanied by an increase in mean fixation duration. Rather, shorter fixation durations were positively associated with DFAR performance accuracy. DISCUSSION: SZ patients’ participation in a novel, VR-based computerized social simulation training may yield indirect benefits in emotion recognition. Specifically, patients exhibited improvements on a validated assessment of emotion perception (BLERT) following the 10-session computer training. A decrease in the number of fixations on socially-informative facial regions during Avatars’ emotion expression on the DFAR may indicate an increased efficiency in scanning for socioemotional information. Though much work remains in probing the exact nature of treatment mechanism and durability of these improvements, these promising initial results demonstrate the potential of an VR-based computer game for improving core deficits in social cognition. Oxford University Press 2018-04 2018-04-01 /pmc/articles/PMC5887940/ http://dx.doi.org/10.1093/schbul/sby016.481 Text en © Maryland Psychiatric Research Center 2018. http://creativecommons.org/licenses/by/4.0/ This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted reuse, distribution, and reproduction in any medium, provided the original work is properly cited.
spellingShingle Abstracts
Ichinose, Megan
Wade, Joshua
Adery, Laura Hieber
Torregrossa, Lénie
Nichols, Heathman
BIan, Dayi
Gizdic, Alena
Sarkar, Nilanjan
Park, Sohee
T205. CHANGES IN SOCIAL ATTENTION AND EMOTION RECOGNITION FOLLOWING A PILOT SOCIAL SIMULATION COMPUTER GAME INTERVENTION FOR INDIVIDUALS WITH SCHIZOPHRENIA
title T205. CHANGES IN SOCIAL ATTENTION AND EMOTION RECOGNITION FOLLOWING A PILOT SOCIAL SIMULATION COMPUTER GAME INTERVENTION FOR INDIVIDUALS WITH SCHIZOPHRENIA
title_full T205. CHANGES IN SOCIAL ATTENTION AND EMOTION RECOGNITION FOLLOWING A PILOT SOCIAL SIMULATION COMPUTER GAME INTERVENTION FOR INDIVIDUALS WITH SCHIZOPHRENIA
title_fullStr T205. CHANGES IN SOCIAL ATTENTION AND EMOTION RECOGNITION FOLLOWING A PILOT SOCIAL SIMULATION COMPUTER GAME INTERVENTION FOR INDIVIDUALS WITH SCHIZOPHRENIA
title_full_unstemmed T205. CHANGES IN SOCIAL ATTENTION AND EMOTION RECOGNITION FOLLOWING A PILOT SOCIAL SIMULATION COMPUTER GAME INTERVENTION FOR INDIVIDUALS WITH SCHIZOPHRENIA
title_short T205. CHANGES IN SOCIAL ATTENTION AND EMOTION RECOGNITION FOLLOWING A PILOT SOCIAL SIMULATION COMPUTER GAME INTERVENTION FOR INDIVIDUALS WITH SCHIZOPHRENIA
title_sort t205. changes in social attention and emotion recognition following a pilot social simulation computer game intervention for individuals with schizophrenia
topic Abstracts
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5887940/
http://dx.doi.org/10.1093/schbul/sby016.481
work_keys_str_mv AT ichinosemegan t205changesinsocialattentionandemotionrecognitionfollowingapilotsocialsimulationcomputergameinterventionforindividualswithschizophrenia
AT wadejoshua t205changesinsocialattentionandemotionrecognitionfollowingapilotsocialsimulationcomputergameinterventionforindividualswithschizophrenia
AT aderylaurahieber t205changesinsocialattentionandemotionrecognitionfollowingapilotsocialsimulationcomputergameinterventionforindividualswithschizophrenia
AT torregrossalenie t205changesinsocialattentionandemotionrecognitionfollowingapilotsocialsimulationcomputergameinterventionforindividualswithschizophrenia
AT nicholsheathman t205changesinsocialattentionandemotionrecognitionfollowingapilotsocialsimulationcomputergameinterventionforindividualswithschizophrenia
AT biandayi t205changesinsocialattentionandemotionrecognitionfollowingapilotsocialsimulationcomputergameinterventionforindividualswithschizophrenia
AT gizdicalena t205changesinsocialattentionandemotionrecognitionfollowingapilotsocialsimulationcomputergameinterventionforindividualswithschizophrenia
AT sarkarnilanjan t205changesinsocialattentionandemotionrecognitionfollowingapilotsocialsimulationcomputergameinterventionforindividualswithschizophrenia
AT parksohee t205changesinsocialattentionandemotionrecognitionfollowingapilotsocialsimulationcomputergameinterventionforindividualswithschizophrenia