Evidence map›Paper›PMID 41037663›Full record

ArticleJMIR formative research2025

Avatar Customization and Embodiment in Virtual Reality Self-Compassion Therapy for Depressive Symptoms: Three-Part Mixed Methods Study.

Thomas C Elliott, Yanzhuo Yang, Jarrod Knibbe, Julie D Henry, Nilufar Baghaei

Abstract read
In one paragraph

Article in JMIR formative research, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
3citing papers in PubMed, 1 pooled it
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

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.

2 · The registry

The trial behind it

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.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

3 citing papers in PubMed, 1 synthesis or guideline pooled it.

  1. Pooled it
  2. Article
  3. Virtual Reality Technology in Individual Self-Compassion Interventions: A Scoping Review.Inquiry : a journal of medical care organization, provision and financing
    Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors.

Thomas C Elliott *School of Electrical Engineering and Computer Science, Faculty of Engineering, Architecture and Information Technology, The University of Queensland, General Purpose South (78), St Lucia QLD 4067 Level 4, Brisbane, 4067, Australia, 61 0733652097.ORCID 0009-0004-1836-8847
Yanzhuo Yang *School of Electrical Engineering and Computer Science, Faculty of Engineering, Architecture and Information Technology, The University of Queensland, General Purpose South (78), St Lucia QLD 4067 Level 4, Brisbane, 4067, Australia, 61 0733652097.ORCID 0009-0009-9331-4191
Jarrod KnibbeSchool of Electrical Engineering and Computer Science, Faculty of Engineering, Architecture and Information Technology, The University of Queensland, General Purpose South (78), St Lucia QLD 4067 Level 4, Brisbane, 4067, Australia, 61 0733652097.ORCID 0000-0002-8844-8576
Julie D Henry *School of Psychology, Faculty of Health and Behavioural Sciences, The University of Queensland, Brisbane, Australia.ORCID 0000-0002-2081-3717
Nilufar Baghaei *School of Electrical Engineering and Computer Science, Faculty of Engineering, Architecture and Information Technology, The University of Queensland, General Purpose South (78), St Lucia QLD 4067 Level 4, Brisbane, 4067, Australia, 61 0733652097.ORCID 0000-0003-1776-7075

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: As virtual reality technologies become more accessible, understanding how design features influence user experience (UX) and psychological benefit is critical, particularly for emotionally sensitive interventions. Thus, while prior studies support the use of self-compassion paradigms in immersive virtual reality (VR) environments, the effects of avatar stylization, customization, and mirrored self-representation on therapeutic outcomes are not well understood. For instance, while it is often assumed that increasingly realistic avatars are preferable to less realistic ones, this basic premise remains largely untested. Objective: This study aimed to evaluate whether avatar appearance, customization features, and virtual mirrors affect UX and therapeutic outcomes in VR self-compassion therapy. Specifically, we examined whether stylized avatars, avatar customization, and virtual mirror feedback influenced user-rated self-compassion and depression symptoms. Methods: Across three between-subjects studies (N=107 neurotypical adults), participants engaged in an immersive individualized VR therapy protocol based on a 2-phase compassion task. The conditions were (1) stylized avatars (n=20), (2) stylized customizable avatars (n=49), and (3) stylized customizable avatars with a virtual mirror (n=38). Participants completed the User Experience Questionnaire, the Self-Compassion Scale, and the 8-item Patient Health Questionnaire (PHQ-8). In study 3, presence was also assessed using the Slater-Usoh-Steed scale. Qualitative feedback was analyzed thematically. Between- and within-study comparisons used t tests and Mann-Whitney U tests. Results: Avatar customization (study 2) led to a significant increase in self-compassion (Self-Compassion Scale: baseline mean 3.05, SD 0.98; follow-up mean 3.55, SD 1.16; t89=2.22; P=.03; d=-0.47), though PHQ-8 scores remained unchanged. The virtual mirror condition (study 3) significantly improved depression scores (PHQ-8: U=477.5; z=2.53; P=.01; r=0.30) and UX across four User Experience Questionnaire categories, including attractiveness and dependability. However, self-compassion did not significantly change in study 3 (mean 3.88, SD 1.33 → mean 4.09, SD 1.05; t63=0.71; P=.47; d=0.18). Presence scores in study 3 (mean 4.56, SD 1.58) were also comparable to real-world benchmarks. Qualitative feedback highlighted strong engagement with avatars and mirrors, and participants reported emotional safety and personalization benefits. Conclusions: Stylized avatars, when paired with customization and mirrored embodiment, can support UX and therapeutic benefit in VR self-compassion therapy. These findings challenge the assumption that hyperrealistic avatars are superior and highlight the importance of emotionally congruent design choices. The combination of stylization, individualization, and visual feedback may offer a low-barrier, user-aligned strategy for future therapeutic VR applications.

Indexed as

DepressionEmpathyVirtual RealityVirtual Reality Exposure TherapyAdultAvatarFemaleHumansMaleMiddle AgedSelf ConceptTreatment OutcomeYoung Adultavatar designdepressionmental healthself-compassionuncanny valleyuser experiencevirtual reality

Identifiers

PMID41037663
PMCPMC12490737

What OpenQuestion holds

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LicenceCC BY
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Registered trials

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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.