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Virtual reality aggression assessment with social interaction: early evidence for validity from two pilot studies
F Sappelli1,2, J Lobbestael3, D L van Haalen1
1Department of Diagnostics, Research, and Education, Pompestichting Forensic Psychiatry, Nijmegen, Netherlands.
Frontiers in Psychology
|June 30, 2025
Summary
Virtual Reality (VR) effectively assesses aggression by evoking behavioral responses in controlled scenarios. This VR aggression assessment shows promise in correlating with traditional questionnaires, offering a novel clinical tool.
Area of Science:
- Psychology
- Computer Science
- Virtual Reality
Background:
- Assessing aggression is crucial for clinical practice and research.
- Traditional methods like self-report and observation have limitations.
- Virtual Reality (VR) offers a promising alternative for aggression assessment due to its ecological validity and experimental control.
Purpose of the Study:
- To investigate a VR scenario for assessing aggression.
- To compare aggression levels in aggressive patients and students within a VR environment.
- To explore the validity of VR-based aggression assessment.
Main Methods:
- An explorative study with aggressive patients (n=12) and students (n=12).
- A VR scenario with neutral, instructional, and two provocative scenes involving avatars.
- Assessment using a VR-customized Social Aggression and Dysfunction Questionnaire and lifetime aggression self-report scales.
Main Results:
- Both patients and students exhibited higher aggression in provocative VR scenes compared to neutral/instructional scenes.
- Patients showed increased aggression in the second provocation, unlike students.
- Patients displayed more aggression than students in the second provocation scene.
Conclusions:
- The VR aggression assessment scenario can effectively evoke and measure aggressive behavior.
- The VR scenario demonstrates construct, known-group, and concurrent validity.
- VR may bridge the gap between behavioral tasks and trait questionnaires in aggression assessment.

