Periodic Reporting for period 1 - SOCIAbLE (Social Cognitive Interventions following Adverse early Life Experiences)
Berichtszeitraum: 2023-09-01 bis 2025-02-28
Adult mental health therapies typically target the emotional consequences of childhood adversity (i.e. anxiety and mood difficulties), while failing to address its cognitive consequences (reduced general cognitive ability, memory, executive function, and social cognition). This is important because cognitive difficulties strongly predict social and occupational function/disability in mental health disorders. In particular, social cognition - the cognitive processes that underpin our ability to understand others’ thoughts and feelings so as to navigate the social world – strongly predicts both current and future levels of functioning, even after accounting for clinical symptom severity. The development of treatments targeting cognitive deficits associated with childhood trauma has been held back by the fact that, until recently, the mechanisms by which adversity impacts on cognition have been poorly understood.
SOCIAbLE exploits a highly novel treatment target identified by my recently completed ERC funded work. My ERC-funded ‘iRELATE’ study has led to significant advances in understanding the neurocognitive effects of childhood trauma.
The objectives of this research are (1) to target a novel cognitive pathway between early adversity and poor social function that is associated with mental health disorders but not addressed in current treatments. It does so by targeting the cognitive causes of those deficits that are not targeted in current clinical practice (2) it harnesses latest VR technology to simulate social interaction, an innovation that has enormous potential for translation into clinical use given its targeting of a major currently untreated cause of disability using a low-cost and scalable intervention.
The initial phase of this work included (a) identifying a suitable VR programming platform and (b) adapting a social cognitive intervention for use. The VR platform used was Engage VR (https://engagevr.io/(öffnet in neuem Fenster)) that allowed us to develop a number of scenarios for use, including a café, a medical clinic, a lecture hall and an office suite. The social cognitive training platform was adapted from the Social Cognition and Interaction Training (SCIT) platform designed by David Roberts and David Penn. Participants completed a range of clinical, cognitive, and social functioning measures, at baseline, 6 weeks, 12 weeks and 24 weeks. Participants also completed qualitative feedback based on their experiences.
The cognitive intervention (SOCIAbLE) targeted aspects of social cognition, including emotion recognition and social attributions. This work begins by focusing on facial emotion recognition, before considering video vignette highlighting different approaches to social attribution (e.g. assigning 'blame' for negative events to self, others or situational factors). This is based on the rationale that training targeting specific aspects of social cognition (e.g. emotional recognition, theory of mind) results in benefits to the trained social cognitive function but these then need to be generalized to social settings in order for benefits to accrue. These scenarios were presented in a blended format using both in session and in VR contexts, with the opportunity to apply the skills taught presented during roleplay in the VR setting. The sessions lasted for between 40-50 mins provided during 8 weekly sessions.
 
           
        