ArticleFrontiers in psychology2025
Virtual reality aggression assessment with social interaction: early evidence for validity from two pilot studies.
Article in Frontiers in psychology, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 2 papers, 1 of them a synthesis that pooled it.
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Who cites it
2 citing papers in PubMed, 1 synthesis or guideline pooled it.
- The use of virtual reality in forensic-correctional psychiatric settings: A systematic review.Psychiatry and clinical neurosciences · 2026Pooled it
- Immersive Technologies in Forensic Mental Health and Prison Settings: Scoping Review.JMIR mental health · 2026Article
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Authors and funding
6 authors.
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Abstract
Introduction: Assessment of aggression proneness is important for clinical practice and research. Virtual Reality (VR) is a promising technology for aggression assessment because of the possibility of creating scenarios with ecological and external validity and experimental control, potentially overcoming limitations of traditional methods like self-report trait questionnaires, observation surveys, and laboratory paradigms. Methods: This explorative study investigated a VR scenario in a pilot with aggressive patients ( Results: The main analysis revealed that both patients and students showed higher levels of aggression in provocative scenes than in neutral and instructional scenes. Exploratory analyses suggested that patients displayed increased aggression in the second provocation compared to the first, while no such difference was observed among students. Comparatively, patients showed more aggression than students in Provocation 2, but not in Provocation 1. Positive moderate correlations were found between VR-displayed aggression and trait questionnaires. Discussion: The current study shows that aggressive behavior can be evoked with our VR aggression assessment scenario and that the level of aggression can be systematically assessed using a standardized aggression observation scale. Explorative results imply that the VR scenario has construct, known-group and concurrent validity. The results also imply that VR is potentially closing the correlational gap between behavioral tasks and trait questionnaires. However, the explorative nature of the current study warrants replication. Finally, we outline some scenario aspects that can be further improved, including better physical engagement and standardization.
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