Computer-simulated virtual environments (VE) allow subjects to perform
simulations of real-life tasks usually impractical within the confines of
an fMRI scanner. In the first known test of the correspondence of behavior
between real life and a VE (Appleby et al., 2008) played within an fMRI
scanner, 120 gay men aged 18-30 (including 40 methamphetamine users) made
decisions in the VE predicting real-life behavior. Subjects who made
sexually risky decisions during gameplay reported having more unsafe sex in
the previous 90 days (N=25, Mdn=5) than other subjects (N=95, Mdn=2),
W=825.5, p=.017, r=.27. In-game sex positions predicted real-life sex
positions (ρ[43]=0.764, p<0.001). In-game alcohol consumption predicted
drinks per week (ρ[120]=0.219, p=0.016) and time since last drink
(ρ[120]=-0.209, p=0.023). Results suggest VE could be used in fMRI
experiments to enhance ecological validity. Ongoing work examines
relationships between in-game conversational behaviors and personality
measures.