ArticlePloS one2025
Analysis and prediction of addiction among virtual reality users.
Article in PloS one, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 2 papers.
What it found
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
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Who cites it
2 citing papers in PubMed.
- Harnessing the power of virtual reality technology to enhance public health genomics skills in Africa.Nature communications · 2026Review
- Metaverse dependency as a psychosomatic risk of immersive platforms: development and validation of the Metaverse Dependency-Related Experiences Scale.Frontiers in psychology · 2026Article
Corrections and comments
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Authors and funding
3 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
objectiveTo understand the addiction situation and influencing factors of virtual reality users, and provide reference basis for timely and effective prevention and intervention of user addiction.
methodsBased on a questionnaire survey, univariate analysis, multivariate analysis, and model prediction were conducted on the data of 1164 participants in VR related Facebook groups and Reddit subedits.
resultsThe single factor analysis results show that the user's own attributes, usage duration, perception level, and application types of virtual reality devices can significantly affect the degree of addiction; The results of multivariate analysis showed that the age of users, the number of days used per week, the number of hours used per day, and the perceived level of the device can significantly affect the probability of addiction. In addition, this study used decision tree algorithm to predict adolescent virtual reality device addiction, with a prediction accuracy of 0.957.
conclusionThe addiction of virtual reality users is related to multiple factors such as gender, age, usage time, application type, and perception level. When developing VR applications and content, consideration should be given to balancing user immersion and healthy use, and reasonable control of usage time is also an effective means to prevent VR addiction.
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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.