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Management of Aggression in Young Male Adults Using the Virtual Reality-Based Communication Modification Program

doi: 10.3390/app12052424
High aggression is common and costly for mental health problems in young adults. Because communication is a universal part of social relationships, including conflicts with others, it could be a possible target for mediating aggression. This study aimed to evaluate whether the virtual reality (VR)-based communication modification program can be utilized for aggression management. Fifty-eight individuals with high aggression (n = 30) and with low aggression (n = 28) completed psychological assessments associated with aggression and functional communication, and they participated in the program, consisting of the three tasks: exploring the communication style, practicing functional communication, and expressing empathy. The participants’ selections and their visual analog scale scores, in response to questions in the tasks, were collected as behavioral data. Results indicated that the high aggression group selected blaming dysfunctional communication style more frequently than the low aggression group. VR-based parameters, expected to reflect dysfunctional communication-related characteristics, showed significantly different correlations with aggression-related traits between the two groups. These findings show that our program may accurately represent an individual’s aggressive traits and elicit the appropriate reaction.
- Korea University Korea (Republic of)
- Yonsei University Korea (Republic of)
- Yonsei University Health System Korea (Republic of)
- Yonsei University Health System Korea (Republic of)
- Yonsei University Medical Library Korea (Republic of)
Technology, dysfunctional communication, 070, QH301-705.5, T, Physics, QC1-999, aggression, 150, Engineering (General). Civil engineering (General), 796, Chemistry, dysfunctional communication; aggression; virtual reality; communication modification, communication modification, virtual reality, TA1-2040, Biology (General), QD1-999
Technology, dysfunctional communication, 070, QH301-705.5, T, Physics, QC1-999, aggression, 150, Engineering (General). Civil engineering (General), 796, Chemistry, dysfunctional communication; aggression; virtual reality; communication modification, communication modification, virtual reality, TA1-2040, Biology (General), QD1-999
citations This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).2 popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.Average influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).Average impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.Average
