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How I explore trauma through ‘cinematic neuroscience’

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Why This Matters

Shaira Berg's innovative approach combines neuroscience, immersive technology, and creative arts to deepen understanding of trauma and PTSD. This interdisciplinary method offers new avenues for communicating complex psychological experiences to both scientific and general audiences, potentially transforming mental health research and treatment. Her work underscores the importance of integrating artistic expression into scientific inquiry for richer insights and more impactful storytelling.

Key Takeaways

Shaira Berg (left) smiles during a take for her short film, Gaslight.Credit: Dik Ng

Shaira Berg is building a career at the intersection of academic research and creative practice. During her PhD in psychology, which focused on behavioural neuroscience, at the University of Cambridge, UK, Berg collaborated with local video-game studio Ninja Theory. Together, they conducted virtual reality (VR) studies of how threat affects goal-directed learning and maladaptive habit formation in obsessive–compulsive disorder (OCD).

Berg is open about how her scientific pathway has been shaped by personal experiences. Surviving a traumatic event during her doctoral studies altered how she thought about the limits of established research methods for studying the brain after trauma. Rather than separating that experience from her academic work, Berg began to explore how science and creative expression could inform one another.

Alongside her studies, she wrote and starred in Gaslight, a play based on her experience. The work was nominated for an award and was later adapted into a short film, which is now in development as a feature film, broadening her exploration of how creative forms can communicate psychological experience in ways that scientific data alone cannot.

Now a postdoctoral researcher at the University of Texas at Austin, Berg continues to use immersive technologies to study trauma and post-traumatic stress disorder (PTSD). Here, she tells Nature why artistic creativity has a place in science and what researchers can gain from taking unconventional paths.

You’ve worked across clinical behavioural neuroscience, VR, theatre and film. When someone asks what you do, how do you answer?

I’d say I’m a cinematic neuroscientist. My tag line is that I did a PhD in collaboration with a game studio that specializes in immersive horror, looking at maladaptive behaviour. I used a way of testing how people learn, called Pavlovian-instrumental transfer, which examines how environmental cues associated with rewards or threats can influence subsequent behaviours. For example, if someone learns that a blue symbol is associated with a reward, seeing blue while completing a different task might be associated with a ‘positive’ behaviour, such as moving faster or putting in more effort.

For my research, I used custom-built VR scenarios, which allowed us to study how these learnt cues affect behaviour in realistic virtual environments. We published the results this year in Frontiers in Behavioral Neuroscience1, showing that immersion strengthened the more habit-like version of that effect, whereas the goal-directed effect remained constant across different levels of immersion. For OCD, in which habitual responses tend to override goal-directed ones, that result is very important. My current work extends that into fear conditioning and PTSD, for which I still blend neuroscience and film through a collaboration with a film studio.

Creatively, everything I write or direct has a neuroscience grounding. For me, it’s a way of examining human behaviour honestly and portraying it honestly, too. Conditions such as PTSD and OCD are rarely depicted in a way that is both sensitive and faithful to what the conditions actually feel like. I thought I had a way to work on both fronts at once.

How did your training as a neuroscientist shape the way you processed your own trauma, and did the clinical language help or get in the way?

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