Vicarious learning

What if completing a task did not depend solely on you? What if your personality was governed by fundamental psychological needs and that meeting these needs could lead you to personal fulfillment? To be self-determined is to be able to respond to a sense of freedom, interest, appreciation and acceptance at the same time. Being self-determined is therefore fundamental to our well-being.

The AI revolution !

We use Artificial Intelligence both through a coach named Camille and through virtual characters within the scenes. Camille provides support and acts as a trusted companion to whom you can share your concerns without fear of judgment. On the other hand, the virtual characters faithfully replicate real-life social behaviors. You will be able to interact with them in various everyday contexts, such as a party, a date, a job interview, or a spontaneous conversation on the street. Learn more

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1. WHAT IS VICARIOUS LEARNING ?

Vicarious learning is the imitation of behavior following the observation of our peers’ actions.

We consider the outcomes of certain actions performed by others and see their success through the behaviors demonstrated. These behaviors, therefore, appear necessary to imitate, either consciously or unconsciously, because they provide results that align with our expectations or values (such as leadership, for example). In this way, we avoid accumulating trial and error that others might have experienced before us.

2. WHAT IS THE DEFINITION OF VICARIOUS LEARNING ?

Vicarious learning, also known as “modeling,” involves imitating behaviors observed in individuals we consider role models in a particular field.

Unlike mimicry, observation in vicarious learning is not passive. It actively involves several dimensions: attention, retention, reproduction, and motivation.
In this type of learning, the observed behaviors have proven successful, and we aim to apply the same behaviors to achieve similar successes.

3. WHICH THEORETICAL FRAMEWORK ?

Vicarious learning emerged from social learning theories in 1986, developed by Albert Bandura. With a cognitive-behavioral orientation, Bandura realized that we cannot exist without considering our surroundings, such as our family, culture, etc. We always live with these influences and, whether we want to or not, we learn from them.

Social learning theories thus consider human actions as resulting from three factors: cognitions, behaviors, and environmental context.

4. WHAT ROLE DOES OUR OWN EXPERIENCE PLAY ?

Just because we learn through imitation doesn’t mean our own experiences should be disregarded in this type of learning. Indeed, based on our personal experiences, we continually adjust our behaviors according to what we have lived through. Some experiences may have been failures, leading us to analyze the successful experiences of others in areas where we struggle.

This is what we consider the symbolization of our experience. In this way, we learn to communicate better, anticipate potential difficulties more effectively, and better envision our future and our actions. Vicarious learning, therefore, is not mere mimicry as it ultimately involves interpreting the results of others’ behaviors through our own lens.

5. VICARIOUS LEARNING IN EDUCATION

We experience vicarious learning from birth, imitating the behaviors and actions of our parents. This type of learning provides multiple benefits to children, adolescents, and adults.

Firstly, it allows individuals to apprehend new behaviors they have not yet acquired. By observing, practicing, and personalizing these behaviors, they can integrate them into their own repertoire.

Secondly, vicarious learning helps in eliminating dysfunctional behaviors. If an individual observes that a more appropriate reaction to a situation leads to greater well-being, they will strive to adopt that reaction.

Lastly, this type of learning can reduce anxiety or phobias. By observing loved ones facing anxiety-inducing situations with calm and appropriate responses, individuals can imitate these behaviors, thus reducing their own anxiety.

6. LEARNING HAPPENS ALL AROUND US

Vicarious learning extends far beyond imitating family members’ behaviors. It encompasses influences from our culture (peers sharing values, ideologies, religions), books, media (TV shows, radio), influential figures (presidents, Nobel Prize winners), friends, and institutions (teachers, educators).

School is a significant source of vicarious learning. Teachers share their experiences, demonstrate exercises, and successful methods, which students can then apply to achieve similar success.

Imitation of behavior can occur in any context. The closer an individual is to their source of influence, the more readily the behavior is adopted. However, even without personal acquaintance, an individual can still consider a distant model.

Therefore, as with any type of learning, vicarious learning can be toxic depending on the sources of inspiration. Malicious individuals can exploit the vulnerability of others, leading them to adopt behaviors perceived as successful but potentially harmful.

7. Driver USING THIS LEARNING AS A DRIVER

Now that you are fully aware that others’ behaviors influence you, leverage this understanding. Observe the behaviors of people you consider successful, analyze and interpret their success. Reflect on what might suit you and what you can implement to achieve your goals. This isn’t about “copying” your peers or losing your identity to become them. It’s about appropriating behaviors that could be useful to you and incorporating them according to your own personality and experience.

Do you need further information or have any specific questions ?

FAQ

Virtual reality (VR) is an innovative technology that enables patients to be exposed to immersive and controlled environments, facilitating the management of numerous psychological and psychiatric disorders. Its use in mental health offers several advantages:
  • Gradual and Controlled Exposure: VR allows patients to confront anxiety-inducing situations in a secure environment, gradually adjusting the intensity of stimuli to promote habituation and emotional regulation.
  • Realistic and Reproducible Environments: Unlike traditional techniques, VR provides immersive scenarios that can be consistently reproduced, ensuring a coherent and effective approach.
  • Increased Patient Engagement: The interactive and immersive nature of VR enhances treatment adherence and motivates patients to continue their therapy.
  • Personalized Treatment: Virtual environments can be adapted to meet the specific needs of each patient.
  • Versatile Applications: VR is used to treat anxiety disorders (phobias, post-traumatic stress disorder, obsessive-compulsive disorders), addictions, mood disorders, and even cognitive remediation.
The use of virtual reality in healthcare is not new! It has been studied and utilized for over 30 years in the medical and psychological fields. As early as the 1990s, researchers began exploring its potential for treating anxiety disorders, particularly phobias and post-traumatic stress disorder. Since then, numerous scientific studies have confirmed its effectiveness in addressing various psychiatric, neurological, and cognitive disorders.
Today, VR is widely integrated into therapeutic and medical practices, with clinically validated protocols. It is used in hospitals, clinics, and psychologists' offices worldwide to provide patients with innovative, effective, and safe treatments.
To use virtual reality, one must immerse themselves in a virtual environment. There are several ways to achieve this.
In the past, the CAVE system (Cave Automatic Virtual Environment), a 3D setup consisting of multiple screen walls, was the primary method used. This system allowed users to be fully immersed in the virtual world, with their movements detected in real-time. However, this technology was expensive and not widely accessible.
Since around 2016, with the introduction of virtual reality headsets like the Oculus Rift and HTC Vive, VR has become much more accessible. These headsets immerse users in virtual reality through an enclosed screen that projects digital images. The user's head movements are tracked, enabling them to look around and interact with the environment as they would in the real world.
Today, VR headsets are wireless and standalone, providing maximum comfort and ease of use without requiring external sensors or cables.
A virtual environment is an immersive digital simulation created through virtual reality. It allows users to navigate in a 3D space that accurately replicates everyday situations or specific contexts.
In mental health, these environments are designed to help individuals gradually face certain situations, manage their emotions, or enhance cognitive skills. By interacting with these virtual spaces, patients can engage in meaningful experiences tailored to their needs.
You need to equip yourself with a virtual reality headset. Our software is compatible with Meta Quest 2, 3, and 3S. 
You will then only need an internet connection. 
Numerous studies confirm that virtual reality is safe to use. However, some restrictions are in place to protect users from potential adverse effects.
For instance, individuals with epilepsy and pregnant women should avoid this type of therapy.
As with any immersive technology, prolonged use may cause visual fatigue or mild discomfort, particularly for those sensitive to motion sickness. Therefore, it is recommended to take regular breaks and adjust session durations according to individual needs.
Virtual environments are designed to be gradual and controlled, minimizing the risk of excessive anxiety. Most users quickly adapt to immersion and experience the benefits of this innovative approach from the first sessions.
Anxiety disorders and phobias can be effectively treated using virtual reality. Patients are gradually and progressively exposed to anxiety-inducing situations in various environments while remaining in a safe space. This process helps develop a sense of habituation, ultimately reducing or even eliminating anxiety over time.
Behavioral and substance addictions can also be addressed through virtual reality. By incorporating synthetic stimuli into the environments that trigger craving responses, patients struggling with addiction can work on their cravings to diminish the urge to consume.
Additionally, multiple environments—such as bars, casinos, and social settings—enable cognitive work on dysfunctional beliefs associated with specific temptation scenarios.
Regarding eating disorders, virtual reality software helps target key etiological factors, such as body dysmorphia, allocentric lock (a tendency to focus on others rather than oneself), and food cravings.
Currently, our TERV (Virtual Reality Exposure Therapy) solutions include multiple software programs designed to address critical psychiatric, psychological, and neuropsychological determinants such as relaxation, cognitive stimulation, behavioral activation, and social skills training.
Reminiscence therapy is also a major therapeutic tool in treating depression. By allowing patients to relive sensations linked to past pleasurable activities (such as sports, driving, or traveling), virtual reality stimulates hypoactive brain areas, enhancing therapeutic success. VR serves as an excellent mediator for reigniting engagement in enjoyable activities.
Moreover, cognitive stimulation for elderly individuals is another area where virtual reality proves beneficial. By leveraging technology to make stimulation activities more engaging and accessible, patients and nursing home residents can improve executive functions and memory through specially designed applications.
Today, virtual reality in mental health care is advancing rapidly. Researchers, clinicians, and developers continue to explore new therapeutic targets to offer innovative and effective treatment solutions in the near future.
VR can be used by all healthcare professionals assisting patients with anxiety, phobias, post-traumatic stress disorders, addictions, or other psychological challenges.
It is particularly beneficial for psychologists, psychiatrists, neuropsychologists, specialized nurses, as well as psychomotor therapists, physiotherapists, dietitians, sophrologists, and hypnotherapists. With a wide range of immersive environments, VR enhances therapeutic approaches and provides innovative tools to improve patient care.
Healthcare providers incorporating virtual reality exposure therapy (VRET) expand their range of treatment options. VRET is a well-established therapeutic technique with scientific validation from cognitive-behavioral therapy research.
  • Professional Differentiation: Integrating VR into practice allows therapists to stand out from traditional treatment options.
  • Scientific Validation: VRET is backed by extensive research, reinforcing its credibility as an effective treatment method.
  • Improved Patient Engagement: The interactive nature of VR fosters greater patient involvement in therapy.
  • Time-Saving: VR provides direct access to various exposure environments without needing external logistics.

One of the considerable advantages of virtual reality is that it is effective on a wide spectrum of populations. Existing data from the literature on the subject shows us that it is entirely possible to expose a wide age group to virtual reality, with real therapeutic benefits.

The studies attest, in fact, to excellent feasibility and significant results; particularly in adults, in the treatment of anxiety disorders (including school phobia), autism, addictions, eating disorders, neuropsychological disorders, psychotic disorders and mood disorders.

The results are identical for adolescents with a significant added value concerning therapeutic engagement where virtual reality promotes adolescents' interest in their therapy.

Among elderly subjects, study results encourage the use of virtual reality with the aim of working on cognitive stimulation, on behavioral disorders but also on anxiety.

One of the major advantages of virtual reality is its effectiveness across a broad spectrum of the population. Existing literature on the subject shows that virtual reality can be used with individuals of various age groups, providing significant therapeutic benefits.
Studies confirm excellent feasibility and significant results, particularly among adults in the treatment of anxiety disorders (including school phobia), autism, addictions, eating disorders, neuropsychological disorders, psychotic disorders, and mood disorders.
The results are equally promising for adolescents, with a notable advantage in terms of therapeutic engagement, as virtual reality enhances their interest and participation in treatment.
For older adults, research supports the use of virtual reality to improve cognitive stimulation, behavioral disorders, and anxiety management.
However, people with epilepsy and pregnant individuals are not advised to undergo this type of therapy.
Yes, all our environments are grouped within a single application.
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