Evidence map›Paper›PMID 42842550›Full record

ArticlePloS one2026

Inducing and measuring identity levels in professional rugby players during immersion in an interactive virtual environment.

Solène Neyret, Julien Pellet, Julien Ryard, Mickaël Campo, Jean-Rémy Chardonnet

Abstract read
In one paragraph

Article in PloS one, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–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

0 citing papers in PubMed.

No citing paper in PubMed yet.

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.

Solène NeyretArts et Metiers Institute of Technology, Laboratoire d'Ingénierie des Systèmes Physiques Et Numériques, Hautes Ecoles Sorbonne Arts et Métiers Université, Université Bourgogne Europe, Chalon-Sur-Saône, France.ORCID https://orcid.org/0000-0001-5871-1305
Julien PelletUniversité Bourgogne Europe, Psy-DREPI UR 7458, Centre d'Expertise de la Performance Mentale, Dijon, France.ORCID https://orcid.org/0000-0001-8522-9522
Julien RyardArts et Metiers Institute of Technology, Laboratoire d'Ingénierie des Systèmes Physiques Et Numériques, Hautes Ecoles Sorbonne Arts et Métiers Université, Université Bourgogne Europe, Chalon-Sur-Saône, France.
Mickaël CampoUniversité Bourgogne Europe, Psy-DREPI UR 7458, Centre d'Expertise de la Performance Mentale, Dijon, France.
Jean-Rémy ChardonnetArts et Metiers Institute of Technology, Laboratoire d'Ingénierie des Systèmes Physiques Et Numériques, Hautes Ecoles Sorbonne Arts et Métiers Université, Université Bourgogne Europe, Chalon-Sur-Saône, France.ORCID https://orcid.org/0000-0002-8926-1359

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

During a game, players experience substantial affective fluctuations, particularly through cognitive appraisal processes, which notably involves self-categorisation process. However, designing a mental training programme using the contextual elements of a game is still a challenge. Moreover, social contexts can be recreated in virtual reality and it has been demonstrated that people tend to have realistic affective and behavioural reactions to it. In this study, we recreated, in virtual reality, one of the key contexts that players can encounter during a rugby game, a try. After an embodiment phase, participants were standing on the field with other avatars representing the other players, surrounded by an audience of virtual supporters. We used different visual and auditory parameters creating two different kinds of social feedback. In the first condition the social feedback was aimed at inducing social identity, in the second condition the social feedback received in the virtual environment was aimed at inducing personal identity. We measured participants' identity level before and after each condition, using interactive visual analogue scales inside the virtual environment. We also measured levels of presence and embodiment using the same method. Affective states were measured using an interactive adaptation of Russel's affect grid, inside the virtual environment as well. Our experiment presents an innovative method aimed at inducing and measuring different identity levels in virtual reality.

Indexed as

AthletesFootballSocial IdentificationVirtual RealityAdultAvatarHumansMaleUser-Computer InterfaceYoung Adult

Identifiers

PMID42842550
PMCPMC13645085

What OpenQuestion holds

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Registered trials

None linked

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.