An Exploration of Virtual Reality User Profiles and Their Relationship with Symptoms of Addiction
Bibliographic Data
| ID | 22004452 |
|---|---|
| Authors | Simone Amendola (0000-0002-1950-4351, Joint Research Centre), Miguel Barreda-Ángeles (0000-0002-5056-7633, Joint Research Centre, corresponding author) |
| Year | 2025 |
| Volume | 28 |
| Issue | 12 |
| Pages | 810-815 |
| Publication date | 2025-12-01 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Cyberpsychology Behavior and Social Networking (JOURNAL) |
| Journal identifiers | ISSN: 2152-2715 • E-ISSN: 2152-2723 |
| Publisher | SAGE Publications (PUBLISHER • US) |
| DOI | 10.1177/21522715251386347 |
| PMID | 41340505 |
| OpenAlex | W4415906480 |
| Language | EN |
| References cited | 31 |
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
PoLCA
An effect size primer
Heavy Users, Mobile Gamers, and Social Networkers
Experiences of Depersonalization/Derealization Among Users of Virtual Reality Applications
Gaming disorder
The Sisyphean Cycle of Technology Panics
Feelings of presence and perceived social support in social virtual reality platforms
The Differential Susceptibility to Media Effects Model
Robust Coefficients Alpha and Omega and Confidence Intervals With Outlying Observations and Missing Data
Computer-Mediated Communication, Social Media, and Mental Health
The Harmful Dysfunction Analysis applied to the concept of behavioral addiction
Latent Class Analysis
| Highly cited | No |
|---|