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      Using XR (Extended Reality) for Behavioral, Clinical, and Learning Sciences Requires Updates in Infrastructure and Funding

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          Abstract

          Extended reality (XR, including augmented and virtual reality) creates a powerful intersection between information technology and cognitive, clinical, and education sciences. XR technology has long captured the public imagination, and its development is the focus of major technology companies. This article demonstrates the potential of XR to (1) deliver behavioral insights, (2) transform clinical treatments, and (3) improve learning and education. However, without appropriate policy, funding, and infrastructural investment, many research institutions will struggle to keep pace with the advances and opportunities of XR. To realize the full potential of XR for basic and translational research, funding should incentivize (1) appropriate training, (2) open software solutions, and (3) collaborations between complementary academic and industry partners. Bolstering the XR research infrastructure with the right investments and incentives is vital for delivering on the potential for transformative discoveries, innovations, and applications.

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          Most cited references53

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          PSYCHOLOGY. Estimating the reproducibility of psychological science.

          Reproducibility is a defining feature of science, but the extent to which it characterizes current research is unknown. We conducted replications of 100 experimental and correlational studies published in three psychology journals using high-powered designs and original materials when available. Replication effects were half the magnitude of original effects, representing a substantial decline. Ninety-seven percent of original studies had statistically significant results. Thirty-six percent of replications had statistically significant results; 47% of original effect sizes were in the 95% confidence interval of the replication effect size; 39% of effects were subjectively rated to have replicated the original result; and if no bias in original results is assumed, combining original and replication results left 68% with statistically significant effects. Correlational tests suggest that replication success was better predicted by the strength of original evidence than by characteristics of the original and replication teams.
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            Most people are not WEIRD.

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              Virtual reality in the assessment, understanding, and treatment of mental health disorders

              Mental health problems are inseparable from the environment. With virtual reality (VR), computer-generated interactive environments, individuals can repeatedly experience their problematic situations and be taught, via evidence-based psychological treatments, how to overcome difficulties. VR is moving out of specialist laboratories. Our central aim was to describe the potential of VR in mental health, including a consideration of the first 20 years of applications. A systematic review of empirical studies was conducted. In all, 285 studies were identified, with 86 concerning assessment, 45 theory development, and 154 treatment. The main disorders researched were anxiety (n = 192), schizophrenia (n = 44), substance-related disorders (n = 22) and eating disorders (n = 18). There are pioneering early studies, but the methodological quality of studies was generally low. The gaps in meaningful applications to mental health are extensive. The most established finding is that VR exposure-based treatments can reduce anxiety disorders, but there are numerous research and treatment avenues of promise. VR was found to be a much-misused term, often applied to non-interactive and non-immersive technologies. We conclude that VR has the potential to transform the assessment, understanding and treatment of mental health problems. The treatment possibilities will only be realized if – with the user experience at the heart of design – the best immersive VR technology is combined with targeted translational interventions. The capability of VR to simulate reality could greatly increase access to psychological therapies, while treatment outcomes could be enhanced by the technology's ability to create new realities. VR may merit the level of attention given to neuroimaging.
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                Author and article information

                Journal
                Policy Insights Behav Brain Sci
                Policy Insights Behav Brain Sci
                BBS
                spbbs
                Policy Insights from the Behavioral and Brain Sciences
                SAGE Publications (Sage CA: Los Angeles, CA )
                2372-7322
                2372-7330
                26 October 2023
                October 2023
                : 10
                : 2
                : 317-323
                Affiliations
                [1 ]Oxford Centre for Human Brain Activity, Wellcome Centre for Integrative Neuroimaging, Ringgold 6396, universityUniversity of Oxford; , Oxford, UK
                [2 ]Department of Experimental Psychology, Ringgold 6396, universityUniversity of Oxford; , Oxford, UK
                [3 ]Department of Psychology, Ringgold 8166, universityUniversity of British Columbia; , Vancouver, Canada
                [4 ]Department of Psychology, Scene Grammar Lab, Ringgold 9173, universityGoethe University Frankfurt; , Frankfurt am Main, Germany
                [5 ]OxSTaR Oxford Simulation Teaching and Research, Nuffield Department of Clinical Neurosciences, Ringgold 6396, universityUniversity of Oxford; , Oxford, UK
                [6 ]Wu Tsai Institute, Ringgold 5755, universityYale University; , New Haven, USA
                [7 ]Centre for Teaching and Learning, Ringgold 6396, universityUniversity of Oxford; , Oxford, UK
                Author notes
                [*]Dejan Draschkow, Oxford Centre for Human Brain Activity, Wellcome Centre for Integrative Neuroimaging, University of Oxford, Oxford, UK; Department of Experimental Psychology, University of Oxford, Oxford, UK. Email: dejan.draschkow@ 123456psy.ox.ac.uk
                Author information
                https://orcid.org/0000-0003-1354-4835
                Article
                10.1177_23727322231196305
                10.1177/23727322231196305
                10602770
                37900910
                a4713876-b658-418b-b3d2-6c61e8d78e8a
                © The Author(s) 2023

                This article is distributed under the terms of the Creative Commons Attribution 4.0 License ( https://creativecommons.org/licenses/by/4.0/) which permits any use, reproduction and distribution of the work without further permission provided the original work is attributed as specified on the SAGE and Open Access page ( https://us.sagepub.com/en-us/nam/open-access-at-sage).

                History
                Funding
                Funded by: Deutsche Forschungsgemeinschaft, FundRef https://doi.org/10.13039/501100001659;
                Award ID: SFB/TRR 26 135 project C7
                Funded by: James S. McDonnell Foundation Understanding Human Cognition Collaborative Award;
                Award ID: 220020448
                Funded by: Wellcome Trust, FundRef https://doi.org/10.13039/100010269;
                Award ID: 203139/Z/16/Z
                Funded by: Wellcome Trust Senior Investigator Award;
                Award ID: 104571/Z/14/Z
                Categories
                Articles
                Perception
                Custom metadata
                ts19

                virtual reality,behavioral insights,clinical sciences,learning sciences,policy

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