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ORIGINAL RESEARCH article

Front. Virtual Real.

Sec. Virtual Reality and Human Behaviour

Volume 6 - 2025 | doi: 10.3389/frvir.2025.1557903

This article is part of the Research Topic Unlocking the potential of XR: Shaping a pro-social metaverse View all articles

Virtual Assessment: Using In-game Behaviors During Immersive Role-Play for Contextually Relevant Assessment of Fear of Intimacy

Provisionally accepted
Yijun Qian Yijun Qian 1Luoying Lin Luoying Lin 2Yaning Li Yaning Li 3,4*Zhimeng Wang Zhimeng Wang 5Julian Chuk-ling Lai Julian Chuk-ling Lai 2Xin Tong Xin Tong 6Meng Li Meng Li 4RAY LC RAY LC 2*
  • 1 Northeastern University, Boston, Massachusetts, United States
  • 2 City University of Hong Kong, Kowloon, Hong Kong, SAR China
  • 3 Polytechnic University of Milan, Milan, Lombardy, Italy
  • 4 Xi'an Jiaotong University, Xi'an, China
  • 5 Beijing Normal University, Beijing, Beijing Municipality, China
  • 6 The Hong Kong University of Science and Technology (Guangzhou), Guangzhou, China

The final, formatted version of the article will be published soon.

    Fear of Intimacy (FOI) affects approximately 2.5% of the population, posing diagnostic and treatment challenges relying on time-consuming psychotherapy, self-reported scales, and clinical interviews. This study addresses these clinical hurdles by exploring Virtual Reality's (VR) potential in assessing FOI. Through simulating intimate scenarios and gathering context-based data, we investigate whether participants' VR behaviors correlate with FOI and attachment insecurities, specifically avoidance and anxiety. Our findings reveal significant correlations between in-game behaviors and Fear of Intimacy Scale (FIS) scores, notably in avoidance tendencies following exposure to couple-conflict audio. Gender-specific effects are evident, with females exhibiting closeness-anxiety correlations and males displaying distinct fear responses. These results hold significant relevance for understanding FOI assessment challenges. Furthermore, our study underscores the potential of VR to predict avoidance tendencies based on in-game behaviors, while informing the design of gender-specific VR experiences for enhanced clinical assessment outcomes and patient experiences.

    Keywords: virtual reality, human-computer interaction, Game, fear of intimacy, psychological assessment

    Received: 09 Jan 2025; Accepted: 14 Mar 2025.

    Copyright: © 2025 Qian, Lin, Li, Wang, Lai, Tong, Li and LC. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

    * Correspondence:
    Yaning Li, Polytechnic University of Milan, Milan, 20133, Lombardy, Italy
    RAY LC, City University of Hong Kong, Kowloon, Hong Kong, SAR China

    Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.

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