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Paranoia, cannabis use and virtual reality


This VR experiment is designed to assess susceptibility to paranoia and its impact on social function, taking each participant through the same common, real-life task; pick up a sandwich in a local shop, pay for it at the counter and then leave. On the way, ambiguous cues from characters in the environment are used as potential triggers.

As a programmed application, a controlled experiment, the VR experience can be repeated in exactly the same way for all participants and gives the opportunity, together with pre- and post- VR assessment questionnaires, to understand how differently participants respond to everyday social situations and how differences might be explained by previous life experiences and current cannabis use.

Project status: Ongoing

Principal Investigator