TY - JOUR
T1 - Conditioned suppression in a virtual environment
AU - Greville, W. James
AU - Newton, Philip M.
AU - Roche, Bryan
AU - Dymond, Simon
PY - 2013/5
Y1 - 2013/5
N2 - Virtual environments (VEs) provide an inexpensive way of conducting ecologically valid psychological research. The present study used a VE to demonstrate conditioned suppression, a behavioral model of anxiety, in a first-person perspective video game. During operant training, participants learned to shoot crates to find gold bars and thus score points in the game. Next, during Pavlovian conditioning, a colored light (i.e., conditioned stimulus: CS+) was followed by a white noise unconditioned stimulus (US) while a different colored light (CS-) was not paired with the US. Probe trials in a final testing phase were then used to assess suppression. We found significant suppression of accurate responding (shots hitting the designated targets) during the presence of the CS+ relative to the CS-, both in terms of total hits and hits as a proportion of total shots. Importantly, this effect emerged despite the overall level of operant responding being undiminished during the CS+. Our findings are consistent with related studies examining human behavior in real environments, and demonstrate the potential of VEs in combination with a modestly aversive CS to allow a detailed behavioral profile of anxiety to emerge.
AB - Virtual environments (VEs) provide an inexpensive way of conducting ecologically valid psychological research. The present study used a VE to demonstrate conditioned suppression, a behavioral model of anxiety, in a first-person perspective video game. During operant training, participants learned to shoot crates to find gold bars and thus score points in the game. Next, during Pavlovian conditioning, a colored light (i.e., conditioned stimulus: CS+) was followed by a white noise unconditioned stimulus (US) while a different colored light (CS-) was not paired with the US. Probe trials in a final testing phase were then used to assess suppression. We found significant suppression of accurate responding (shots hitting the designated targets) during the presence of the CS+ relative to the CS-, both in terms of total hits and hits as a proportion of total shots. Importantly, this effect emerged despite the overall level of operant responding being undiminished during the CS+. Our findings are consistent with related studies examining human behavior in real environments, and demonstrate the potential of VEs in combination with a modestly aversive CS to allow a detailed behavioral profile of anxiety to emerge.
KW - Anxiety
KW - Conditioned suppression
KW - Conditioning
KW - First person perspective video game
KW - Virtual environment
UR - http://www.scopus.com/inward/record.url?scp=84872435251&partnerID=8YFLogxK
UR - http://hdl.handle.net/2160/36513
U2 - 10.1016/j.chb.2012.11.016
DO - 10.1016/j.chb.2012.11.016
M3 - Article
AN - SCOPUS:84872435251
SN - 0747-5632
VL - 29
SP - 552
EP - 558
JO - Computers in Human Behavior
JF - Computers in Human Behavior
IS - 3
ER -