User Experience and Socioemotional Evaluation of Virtual Therapist Character Types in a Simulated Virtual Reality Exposure Therapy: Quantitative Study.

IF 1.8
JMIR XR and spatial computing Pub Date : 2026-08-07 eCollection Date: 2026-01-01 DOI:10.2196/81537
Michelle Celina Hallmann, Nicolina Laura Peperkorn, Francesco Vona, Youssef Shiban, Jan-Niklas Voigt-Antons
{"title":"User Experience and Socioemotional Evaluation of Virtual Therapist Character Types in a Simulated Virtual Reality Exposure Therapy: Quantitative Study.","authors":"Michelle Celina Hallmann, Nicolina Laura Peperkorn, Francesco Vona, Youssef Shiban, Jan-Niklas Voigt-Antons","doi":"10.2196/81537","DOIUrl":null,"url":null,"abstract":"<p><strong>Background: </strong>Virtual reality exposure therapy (VRET) has emerged as an effective treatment for individuals with specific phobias, particularly for those unable to access traditional exposure therapy. However, several aspects of VRET applications still require further investigation, including the role of embodied conversational agents as virtual therapists.</p><p><strong>Objective: </strong>This study aims to investigate how the realism level and species of a virtual therapist influence user experience and perceived socioemotional relationship skills in a VRET intervention for dog phobia.</p><p><strong>Methods: </strong>We conducted a quantitative study that examined user experience and perceived socioemotional relationship skills of virtual therapist character types, where participants were recruited from a convenience sample and were not required to have a dog phobia. In 4 simulated VRET interventions, participants interacted with 4 virtual therapists through a role-play dialogue (3.5 minutes per scenario), followed by an exposure scenario with a dog. The 4 virtual character types included a realistic adult woman, a stylized adult woman, a stylized cat, and a stylized robot. We collected quantitative data through standardized questionnaires assessing user experience and presence, cybersickness, trust, and willingness to share information, and an exploratory, theory-informed questionnaire assessing the virtual therapist's socioemotional relationship skills.</p><p><strong>Results: </strong>A total of 40 participants completed the experiment. The realistic human scored significantly lower in hedonic quality than the stylized human (<i>z</i>=2.53; <i>P</i>=.01; <i>P</i> <sub>adj</sub>=.02; rbb=-0.54), the robot (<i>z</i>=2.726; <i>P</i>=.006; <i>P</i> <sub>adj</sub>=.01; rbb=-0.56), and the cat (<i>z</i>=3.772; <i>P</i><.001; <i>P</i> <sub>adj</sub>=.004; rbb=-0.81). Additionally, the cat scored higher in hedonic quality than the stylized human (<i>z</i>=2.528; <i>P</i>=.02; <i>P</i> <sub>adj</sub>=.02; rbb=-0.52). While no significant differences were found among the virtual character types regarding trust or willingness to share information, the therapeutic relationship skills of the robot were rated significantly lower than those of the stylized human (<i>z</i>=-2.315; <i>P</i>=.02; <i>P</i> <sub>adj</sub>=.02; rbb=-0.42). However, when asked to indicate a preferred virtual therapist, 30% (12/40) of the participants chose the robot, 27.5% (11/40) the stylized human, 25% (10/40) the cat, and 17.5% (7/40) the realistic human, making the latter the least favored preferred option in our study sample.</p><p><strong>Conclusions: </strong>The realistic human was the least preferred virtual therapist, whereas the stylized human received more favorable evaluations. This finding suggests that increased visual realism does not necessarily result in more positive perceptions of virtual therapists and may, in some cases, lead to less favorable user responses. The cat's higher hedonic quality and the robot's popularity suggest that user perceptions may vary across different virtual therapist embodiments. These findings underscore the need for further research on virtual therapist design in VRET.</p>","PeriodicalId":521138,"journal":{"name":"JMIR XR and spatial computing","volume":"3 ","pages":"e81537"},"PeriodicalIF":1.8000,"publicationDate":"2026-08-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13450886/pdf/","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"JMIR XR and spatial computing","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2196/81537","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2026/1/1 0:00:00","PubModel":"eCollection","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

Background: Virtual reality exposure therapy (VRET) has emerged as an effective treatment for individuals with specific phobias, particularly for those unable to access traditional exposure therapy. However, several aspects of VRET applications still require further investigation, including the role of embodied conversational agents as virtual therapists.

Objective: This study aims to investigate how the realism level and species of a virtual therapist influence user experience and perceived socioemotional relationship skills in a VRET intervention for dog phobia.

Methods: We conducted a quantitative study that examined user experience and perceived socioemotional relationship skills of virtual therapist character types, where participants were recruited from a convenience sample and were not required to have a dog phobia. In 4 simulated VRET interventions, participants interacted with 4 virtual therapists through a role-play dialogue (3.5 minutes per scenario), followed by an exposure scenario with a dog. The 4 virtual character types included a realistic adult woman, a stylized adult woman, a stylized cat, and a stylized robot. We collected quantitative data through standardized questionnaires assessing user experience and presence, cybersickness, trust, and willingness to share information, and an exploratory, theory-informed questionnaire assessing the virtual therapist's socioemotional relationship skills.

Results: A total of 40 participants completed the experiment. The realistic human scored significantly lower in hedonic quality than the stylized human (z=2.53; P=.01; P adj=.02; rbb=-0.54), the robot (z=2.726; P=.006; P adj=.01; rbb=-0.56), and the cat (z=3.772; P<.001; P adj=.004; rbb=-0.81). Additionally, the cat scored higher in hedonic quality than the stylized human (z=2.528; P=.02; P adj=.02; rbb=-0.52). While no significant differences were found among the virtual character types regarding trust or willingness to share information, the therapeutic relationship skills of the robot were rated significantly lower than those of the stylized human (z=-2.315; P=.02; P adj=.02; rbb=-0.42). However, when asked to indicate a preferred virtual therapist, 30% (12/40) of the participants chose the robot, 27.5% (11/40) the stylized human, 25% (10/40) the cat, and 17.5% (7/40) the realistic human, making the latter the least favored preferred option in our study sample.

Conclusions: The realistic human was the least preferred virtual therapist, whereas the stylized human received more favorable evaluations. This finding suggests that increased visual realism does not necessarily result in more positive perceptions of virtual therapists and may, in some cases, lead to less favorable user responses. The cat's higher hedonic quality and the robot's popularity suggest that user perceptions may vary across different virtual therapist embodiments. These findings underscore the need for further research on virtual therapist design in VRET.

模拟虚拟现实暴露治疗中虚拟治疗师性格类型的用户体验和社会情感评价:定量研究。
背景:虚拟现实暴露疗法(VRET)已经成为一种有效的治疗特定恐惧症的个体,特别是那些无法获得传统暴露疗法的人。然而,VRET应用的几个方面仍需要进一步研究,包括具体化会话代理作为虚拟治疗师的作用。目的:本研究旨在探讨虚拟治疗师的真实性水平和种类如何影响虚拟治疗师对狗恐惧症的干预中用户体验和感知的社会情感关系技能。方法:我们进行了一项定量研究,检查了虚拟治疗师角色类型的用户体验和感知的社会情感关系技能,参与者是从一个方便的样本中招募的,不需要有狗恐惧症。在4个模拟的VRET干预中,参与者通过角色扮演对话(每个场景3.5分钟)与4个虚拟治疗师进行互动,然后是与狗接触的场景。这四种虚拟角色类型包括一个现实的成年女性,一个风格化的成年女性,一个风格化的猫和一个风格化的机器人。我们通过标准化问卷收集定量数据,评估用户体验和存在、晕机、信任和分享信息的意愿,以及一份探索性的、理论知情的问卷,评估虚拟治疗师的社会情感关系技能。结果:共有40名参与者完成了实验。现实人类的快乐质量得分明显低于模式化人类(z=2.53; P= 0.01; P adj= 0.02; rbb=-0.54)、机器人(z=2.726; P= 0.006; P adj= 0.01; rbb=-0.56)和猫(z=3.772; PP adj= 0.004; rbb=-0.81)。此外,猫在享乐品质上的得分高于人类(z=2.528; P= 0.02; P adj= 0.02; rbb=-0.52)。虽然虚拟角色类型之间在信任或分享信息的意愿方面没有显著差异,但机器人的治疗关系技能的评分明显低于风格化的人类(z=-2.315; P= 0.02; P adj= 0.02; rbb=-0.42)。然而,当被要求指出更喜欢的虚拟治疗师时,30%(12/40)的参与者选择了机器人,27.5%(11/40)的人选择了程式化的人,25%(10/40)的人选择了猫,17.5%(7/40)的人选择了现实的人,这使得后者成为我们研究样本中最不受欢迎的首选。结论:现实的人是最不受欢迎的虚拟治疗师,而程式化的人得到了更多的好评。这一发现表明,增加的视觉真实感并不一定会导致对虚拟治疗师的更积极的看法,在某些情况下,可能会导致不太有利的用户反应。猫更高的享乐品质和机器人的受欢迎程度表明,用户的看法可能会因不同的虚拟治疗师体现而有所不同。这些发现强调了在VRET中对虚拟治疗师设计进行进一步研究的必要性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信
小红书