Conference Agenda
There are two ways to view the program:
- Click “Show presentations” to display presentation titles in the overview
- Click on a session to view full details, including abstracts
|
Daily Overview |
| Session | ||
Symposium 3.E - From Phones and Serious Games to Virtual Reality: Tech-Based Interventions to Improve Mentalisation
| ||
| Presentations | ||
4:30pm - 5:30pm
From Phones and Serious Games to Virtual Reality: Tech-Based Interventions to Improve Mentalisation Mentalisation, the capacity to understand one’s own and others’ behaviour in terms of underlying mental states, is a key mechanism in attachment relationships, supporting affect regulation and psychological well-being. This symposium brings together emerging technological interventions designed to strengthen mentalising capacities in everyday life and in immersive learning contexts. We present a set of studies examining accessible interventions delivered via mobile applications, games and virtual reality. Collectively, the studies cover broad target groups, including individuals with intellectual disabilities experiencing difficulties with social relationships, individuals experiencing depression and difficult interpersonal dynamics, romantic couples navigating relational stressors, and professional caregivers supporting people with intellectual disabilities. Across methods, the symposium highlights how technology can increase reach and ecological validity of mentalising interventions while also raising questions about design, usability, engagement, and implementation in real-world settings. Together, the contributions aim to advance theory and practice by clarifying for whom, how, and under what conditions technological tools can enhance mentalisation. Presentations of the Symposium From Design to Dynamics: A Multi-Method Evaluation of Mentalization-Based Ecological Momentary Interventions Background: Common mental health disorders (CMD) are characterized by fluctuating symptoms and interpersonal stressors that are often inadequately addressed by traditional, weekly therapeutic models. Ecological Momentary Interventions (EMI) offer a solution by delivering real-time personal support. However, the specific mechanisms of action, optimal delivery contexts, and user-led design requirements for these digital tools remain under-explored. This presentation synthesises findings from two interrelated studies to evaluate the feasibility, acceptability, and mechanism of automated mentalization-based EMIs for individuals and couples. Methods: Study 1: 84 participants with CMDs were randomized to a 4-week automated mindfulness or mentalization EMI. Study 2: A couples based mentalization EMI was coproduced with 10 couples, followed by a feasibility and acceptability study with 20 cohabiting couples. Results: Study 1: The RCT demonstrated high retention (89.2%) and adherence (87.7%). Both interventions yielded significant within-group reductions in depression and anxiety with moderate-to-large effect sizes (d = -0.68 to -0.81). Study 2: The analysis of the couples study is underway and will be presented. Conclusion: Mentalization-based EMIs are feasible, acceptable, and clinically promising. However, a finding that moments of high need is not always a moment for greatest receptivity, indicated the need for more context-sensitive design that align with a user’s immediate capacity to engage during moments of crisis. Mentalisation-Based Serious Game ‘You & I’ for People with Mild to Borderline intellectual Disabilities: Support of Professional Caregivers during Play Background People with mild to borderline intellectual disabilities (MBID) are likely to experience difficulties with mentalising. To practice skills important for mentalising, a serious game titled ‘You & I’ was developed. A randomised controlled trial (2018-2019; Derks et al., 2024) and a supplemental quasi-experimental study (2021-2022; Mesker et al., revised), in which people with MBID played the game together with a professional caregiver, yielded no improvements in mentalising, but did show improvements in stress regulation. However, in the quasi-experimental study, conversations during play were audio-recorded, providing valuable insights into the support offered by professional caregivers. The aim of this study is to analyse how professional caregivers were naturally using mentalising skills during collaborative play, and to identify opportunities to further structure and strengthen professional caregivers’ support of mentalising. Methods Results Conclusion Co-Creative Design-Based Research of a VR Group Intervention to Enhance Mentalisation in Professional Caregivers of People with Intellectual Disabilities Background Professional caregivers play a vital role in building meaningful and trusting relationships with people with intellectual disabilities. Central to fostering these relationships is mentalisation, which involves the ability to understand and interpret mental states in oneself and others. However, mentalising can be challenging in care settings, particularly when working with people with intellectual disabilities who often struggle to reflect on their thoughts and feelings and express their emotions. Moreover, high workloads and frequent staff turnover further complicate effective mentalisation in professional caregivers. Therefore, a Virtual Reality (VR) group intervention has been developed to support professionals in practicing mentalisation. Evidence from a prior randomised trial is encouraging but remains limited. Hence, this study aims to adapt the VR group intervention to enhance professional caregivers’ learning outcomes.
Methods This study used a design-based approach to iteratively refine the VR group intervention, comprising (1) preparatory knowledge clips about mentalisation, (2) immersive VR practice, and (3) a plenary debriefing after each participant’s VR interaction. Two groups of eight professional caregivers participated in iterative co-creative sessions. In each session, participants experienced the intervention and provided feedback on user experience, relevance, and implementation conditions.
Results Feedback from professional caregivers identified facilitating and hindering factors across the intervention’s components, including more concise and engaging knowledge clips, more natural avatar responses, and a debriefing with more structured discussion. These findings led to refinements in the next iteration.
Conclusion This study provides insights into the adaptations made to maximise the intervention’s potential. By supporting professional caregivers in making sense of behaviour in terms of underlying mental states and adjusting their responses accordingly, the intervention may contribute to meaningful relationships with people with intellectual disabilties. A subsequent study will investigate whether the VR intervention effectively increases professional caregivers’ mentalisation skills. Discussant Discussant | ||