Health![CannabisVR_Men_3a_Wide](/newimages/ioppn/research/vrlab-images/new/cannabisvr-men-3a-wide.xc5a2da46.png?f=webp)
![CannabisVR_Shop-Keeper-1a_Wide](/newimages/ioppn/research/vrlab-images/new/cannabisvr-shop-keeper-1a-wide.x902f6519.png?f=webp)
Paranoia, cannabis use and virtual reality
![CannabisVR_Men_3a_Wide](/newimages/ioppn/research/vrlab-images/new/cannabisvr-men-3a-wide.xc5a2da46.png?f=webp)
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.
![CannabisVR_Shop-Keeper-1a_Wide](/newimages/ioppn/research/vrlab-images/new/cannabisvr-shop-keeper-1a-wide.x902f6519.png?f=webp)
Project status: Ongoing