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An Exploration of Virtual Reality User Profiles and Their Relationship with Symptoms of Addiction

Bibliographic Data

ID22004452
AuthorsSimone Amendola (0000-0002-1950-4351, Joint Research Centre), Miguel Barreda-Ángeles (0000-0002-5056-7633, Joint Research Centre, corresponding author)
Year2025
Volume28
Issue12
Pages810-815
Publication date2025-12-01
Open AccessYes
TypeARTICLE
VenueCyberpsychology Behavior and Social Networking (JOURNAL)
Journal identifiersISSN: 2152-2715 • E-ISSN: 2152-2723
PublisherSAGE Publications (PUBLISHER • US)
DOI10.1177/21522715251386347
PMID41340505
OpenAlexW4415906480
LanguageEN
References cited31

Previous research on digital media and well-being showed that the impact of media technologies on users largely depends on specific usage characteristics, context, and individual user factors. This research report explores the existence of distinct user profiles in virtual reality (VR), using an existing dataset and applying latent class analysis. The results point to the existence of three classes: two of them primarily include VR game users, who differ in the intensity of their psychological engagement (sense of presence) during gameplay, and a third class that includes users of social VR platforms, who report a relatively very high level of engagement with these platforms. The three groups differ in symptoms of addiction to the technology. These results provide valuable proof of concept for the usefulness of identifying usage profiles as a way to reveal how the relationship between VR and well-being might vary across different usage situations

Addiction · Social media · User engagement · Virtual reality · Impact of Technology on Adolescents · Media Influence and Health · Virtual Reality Applications and Impacts

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