ArticlePloS one2022
Assessing reactive violence using Immersive Virtual Reality.
Article in PloS one, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 5 papers.
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Who cites it
5 citing papers in PubMed, 10 citations in OpenAlex.
- Children's Responses to Peer Conflict Scenarios: Feasibility and Initial Psychometric Properties of an Interactive Virtual Reality Assessment in a Clinical and Non-Clinical Sample.Research on child and adolescent psychopathology · 2026Article
- Virtual Reality-Based Assessment of Attention-Deficit/Hyperactivity Disorder and Comorbid Symptoms in Children: Framework Development and Standardization Study.JMIR serious games · 2025Article
- Proposing immersive virtual reality scenarios for validating verbal content analysis methods in adult samples.Frontiers in psychology · 2024Review
- Pinpointing change in virtual reality assisted treatment for violent offenders: a pilot study of Virtual Reality Aggression Prevention Training (VRAPT).Frontiers in psychiatry · 2023Article
- Expanding contingency learning models of aggression in youth: Conceptual and methodological considerations to enhance clinical utility.Aggression and violent behaviorArticle
Corrections and comments
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Authors and funding
7 authors at 2 institutions in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Assessing levels of aggression-specifically reactive violence-has been a challenge in the past, since individuals might be reluctant to self-report aggressive tendencies. Furthermore, experimental studies often lack ecological validity. Immersive Virtual Reality (IVR) offers a reliable, ethically safe environment, and is the most realistic virtual simulation method currently available. It allows researchers to test participants' aggressive responses to realistic provocations from virtual humans. In the current study, 116 participants completed our IVR aggression task, in which they encountered avatars who would either approach them in a friendly or provocative fashion. Participants had the option either to shake hands or hit the virtual human, in congruent and incongruent trials. In congruent trials, the response required of the participant matched the approach with the avatar (e.g., hitting the avatar after provocation). In incongruent trials there was a mismatch between the avatars approach and the participants required response. Congruent trials were designed to measure the immediate reaction towards the virtual human, and incongruent trials to assess response inhibition. Additionally, participants also completed traditional questionnaire-based measures of aggression, as well as reporting their past violent behaviour. We found that the immediate aggressive responses in the IVR task correlated with the established questionnaire measures (convergent validity), and we found that the IVR task was a stronger predictor of past violent behaviour than traditional measures (discriminant validity). This suggests that IVR might be an effective way to assess aggressive behaviour in a more indirect, but realistic manner, than current questionnaire assessment.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.