Using Virtual Reality to Induce Anger in an Ecologically Valid Way: A Proof of Concept Study

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Abstract

Background. Being able to effectively regulate anger at an early age is important, as it is crucial for forming successful relationships with peers. A first step to help advance anger management in children is to study anger more thoroughly and induce the emotion in a controlled yet ecologically valid way. Virtual Reality (VR) might be more effective than established methods of anger induction, since it can model social settings realistically while maintaining high experimental control.Method. A VR application was developed with the purpose of inducing anger. The VR experience entailed playing a game with a fictional character (FC) who would become increasingly annoying and hostile towards the participant. As a first step, the application was tested on students. Mood, including anger, was measured at the beginning, middle and end of the application, using a 2D user interface with sliders within the application. Furthermore, gaze data and points scored during the game were gathered.Results.27 participants experienced the VR application. Anger ratings were significantly higher at the last measure, assessed after the FC’s behavior became hostile, compared to the two prior measures. Additionally, points scored during the game could not predictanger ratings, indicating that the FC was responsible for the increased anger.Discussion. The developed VR application was effective in inducing anger during a social situation and should be tested further on children. VR applications could prove to be an innovative advancement in the field of anger regulation.

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