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Updated: Aug 23, 2025

Virtual Reality Experiments with Physiological Measures
Published on: August 29, 2018
Assessment of Boys' Responses to Interpersonal Conflict in Virtual Reality
Tom A Hummer1,2, Zebulun M Wood3, Kevin Miller3
1Department of Psychiatry, Indiana University School of Medicine, Indianapolis, Indiana, USA.
Insights
Virtual reality (VR) shows promise for assessing childhood behavior problems. This study found VR headsets usable and enjoyable for boys, with results suggesting potential for mental health treatment applications.
Area of Science:
- Psychiatry
- Psychology
- Computer Science
Background:
- Virtual reality (VR) technology advances offer potential clinical applications for mental health.
- Childhood behavior problems are often linked to social-cognitive deficits, posing measurement and treatment challenges.
Purpose of the Study:
- To evaluate the usability and feasibility of a VR system as a psychiatric tool for youth.
- To assess children's responses to varying antisocial content in VR scenarios.
Main Methods:
- 36 boys (ages 8-13) used VR headsets experiencing virtual cafeteria scenes with varying antisocial content and virtual character intentions (control, ambiguous, hostile).
- Participants completed usability questionnaires and assessments of hostile attribution bias (HAB) after VR exposure.
- Standard text-based HAB assessments were administered post-VR use.
Main Results:
- Participants generally found the VR headset easy to use and enjoyable.
- Virtual characters in hostile scenes were rated as meaner.
- Boys with more conduct problems perceived virtual characters as meaner, irrespective of text-based HAB measures.
Conclusions:
- Preliminary evidence supports VR's potential for assessing and treating childhood behavior problems.
- VR systems may offer a novel approach to understanding social-cognitive deficits in youth.
- Further development of VR programs for pediatric mental health is warranted.
Abstract:
Continuous advances in virtual reality (VR) technology have increased its potential for clinical use in the research, assessment, and treatment of mental health difficulties. One potential target for VR use is childhood behavior problems, which are often associated with social-cognitive deficits that can be difficult to measure or modify. We enrolled 36 boys between the ages of 8-13 to assess the usability of a VR device and its feasibility as a psychiatric tool for youth. Each participant experienced three virtual school cafeteria scenes that varied in antisocial content and the intentions of a virtual counterpart (VC) (control, ambiguous, or hostile). Following each scene, participants completed questions about ease and comfort in using the headset as well as an assessment of hostile attribution bias (HAB). HAB is the tendency to attribute hostile motivations to others' behaviors, which contributes to antisocial thoughts and behaviors. Following this VR use, participants completed a standard text assessment of HAB. In general, participants reported the VR headset to be enjoyable and easy to use, and scenes worked as intended, with VCs in the hostile scene rated the meanest. In addition, boys with more conduct problems reported that virtual characters were meaner to them, despite no difference in text vignette measures of HAB. This study provides preliminary evidence supporting the further development of VR programs to assess and treat childhood behavior problems.
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