ArticleBrain sciences2021
Testing the Effects of a Virtual Reality Game for Aggressive Impulse Management: A Preliminary Randomized Controlled Trial among Forensic Psychiatric Outpatients.
Article in Brain sciences, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 14 papers, 2 of them syntheses that pooled it.
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Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
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Who cites it
14 citing papers in PubMed, 2 syntheses or guidelines pooled it.
- The use of virtual reality in forensic-correctional psychiatric settings: A systematic review.Psychiatry and clinical neurosciences · 2026Pooled it
- The utilization of virtual reality in the training of de-escalation of aggression for both providers and users of public and healthcare services from the new millennium to the COVID-19 era: a systematic review.Frontiers in medicine · 2026Pooled it
- Virtual Reality Relaxation for Reducing Aggression and Emotional Distress in At-Risk Adolescents in Israeli Residential Care: A Feasibility Randomized Clinical Trial.Aggressive behavior · 2026Trial
- Immersive Technologies in Forensic Mental Health and Prison Settings: Scoping Review.JMIR mental health · 2026Article
- An Affordances-Based Approach and Scoping Review of Virtual Reality Applications in Forensic Behavioral and Mental Health Assessment and Treatment.Research on child and adolescent psychopathology · 2025Article
- A pilot study on treatment content in virtual reality-assisted aggression therapy at a maximum-security forensic psychiatric clinic.Scientific reports · 2025Article
- Approach-Avoidance Bias in Virtual and Real-World Simulations: Insights from a Systematic Review of Experimental Setups.Brain sciences · 2025Review
- A new treatment approach to conduct disorder and callous-unemotional traits: an assessment of the acceptability, appropriateness, and feasibility of Impact VR.Frontiers in psychiatry · 2025Article
- I can't feel your face: callous-unemotional traits, social anxiety, and approach-avoidance behaviour in conduct disorder.Child and adolescent psychiatry and mental health · 2024Article
- VR-assisted aggression treatment in forensic psychiatry: a qualitative study in patients with severe mental disorders.Frontiers in psychiatry · 2024Article
- Treatment of aggression regulation problems with virtual reality: study protocol for a randomized controlled trial.Frontiers in psychology · 2024Article
- The introduction of virtual reality in forensic mental healthcare - an interview study on the first impressions of patients and healthcare providers regarding VR in treatment.Frontiers in psychology · 2024Article
- Exploring the added value of virtual reality biofeedback game DEEP in forensic psychiatric inpatient care-A qualitative study.Frontiers in psychology · 2023Article
- Dimensions of Pathological Aggression: From Neurobiology to Therapy.Brain sciences · 2022Article
Corrections and comments
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Authors and funding
4 authors.
Funding
Abstract
Prior laboratory experiments among healthy samples found that training avoidance movements to angry faces may lower anger and aggression, especially people high in trait anger. To enrich this training and make it more suitable for clinical applications, the present researchers developed it into a Virtual Reality Game for Aggressive Impulse Management (VR-GAIME). The current study examined the effects of this training in a randomized controlled trial among forensic psychiatric outpatients with aggression regulation problems (N = 30). In addition to the aggression replacement training, patients played either the VR-GAIME or a control game. Aggressive behavior was measured pre-, half-way, and post-treatment via self-report and clinicians ratings. No difference was found between the VR-GAIME and the control game. However, the participants reported gaining more insight into their own behavior and that of others. Future VR intervention tools in clinical settings may capitalize more on their benefits for self-reflection within interpersonal settings.
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