ArticlePDF Available

Virtual Reality Induces Dissociation and Lowers Sense of Presence in Objective Reality

Authors:

Abstract and Figures

This study utilizes an innovative experimental paradigm to investigate the effects of virtual reality (VR) on dissociative experience and the sense of presence. A nonclinical sample of 30 people were administered measures of dissociation, sense of presence, and immersion before and after an immersion in a virtual environment. Results indicate an increase in dissociative experience (depersonalization and derealization), including a lessened sense of presence in objective reality as the result of exposure to VR. Higher preexisting levels of dissociation and a tendency to become more easily absorbed or immersed were associated with higher increases in dissociative symptoms resulting from VR immersion. Results are discussed in terms of imaginative processes underlying the dissociative experience and potential implications to the treatment of anxiety disorders with VR.
Content may be subject to copyright.
Virtual Reality Induces Dissociation and Lowers Sense
of Presence in Objective Reality
Frederick Aardema, Ph.D.,
1,2,3
Kieron O’Connor, Ph.D.,
1,3
Sophie Coˆte´ , Ph.D.,
4
and Annie Taillon, M.Sc.
1
Abstract
This study utilizes an innovative experimental paradigm to investigate the effects of virtual reality (VR) on
dissociative experience and the sense of presence. A nonclinical sample of 30 people were administered mea-
sures of dissociation, sense of presence, and immersion before and after an immersion in a virtual environment.
Results indicate an increase in dissociative experience (depersonalization and derealization), including a less-
ened sense of presence in objective reality as the result of exposure to VR. Higher preexisting levels of disso-
ciation and a tendency to become more easily absorbed or immersed were associated with higher increases in
dissociative symptoms resulting from VR immersion. Results are discussed in terms of imaginative processes
underlying the dissociative experience and potential implications to the treatment of anxiety disorders with VR.
Introduction
Dissociative disorders, and particularly depersonal-
ization disorder (DPD), have generated increased in-
terest from researchers in recent years. DPD is a sense of
detachment and unreality toward oneself or the external
world. The symptoms of depersonalization and derealization
(DP=DR) lie on a continuum ranging from normal, everyday
cognitive processes (such as daydreaming) to clinical mani-
festations such as full-fledged chronic dissociative disorder.
1
Epidemiological studies indicate that the life-time prevalence
of DP=DR is 34% to 70% in nonclinical populations,
2
sug-
gesting that some level of dissociative experience is a normal
phenomenon.
Cognitive-behavior formulations of dissociative experience
and its pathological manifestations are still in the early stages,
although imagination inflation and fantasy proneness have
been identified as relevant factors in dissociative experi-
ences.
3–5
In particular, it has been suggested that a tendency
to become easily absorbed into the imagination may give rise
to a feeling of detachment and sense of unreality toward the
external world. More recently, cognitive-behavior formula-
tions have also identified a strong focus on the self, often
characterized by frequent questioning and catastrophic mis-
interpretation of transient symptoms, which may exacerbate
feelings of DP=DR.
6
The construct of dissociation is ill defined, frequently re-
ferring to a wide variety of nonclinical and clinical phenom-
ena, which often leads to confusion among researchers and
theoreticians.
7
Holmes et al.
7
suggest two qualitative distinct
forms of dissociation, one characterized by compartmentali-
zation phenomena with dissociative amnesia as a central
feature, and the other primarily characterized by feelings of
detachment, which incorporates symptoms of DP=DR. A
sense of detachment is a distinct feature of dissociative ex-
perience in general, which may take on either a pathological
format as in the case of DPS or a nonpathological format
when associated with fatigue or mild intoxication.
Interestingly, according to these definitions, research into
virtual environments has also focused on concepts closely
related to a sense of detachment from reality. In particular,
it highlights the importance of constructs like the level of
immersion and presence. The feeling of immersion, whether
physical or psychological in nature, allows the user to either
feel or believe that he or she has left the real world and is now
interacting with a virtual environment. Unlike research on
dissociative disorders, however, these constructs generally
refer to level of immersion and presence with respect to a
particular virtual environment (as opposed to the level of
immersion and presence within objective reality). Yet the
concepts are quite similar and seem closely interrelated. In
fact, a higher degree of immersion or presence in a virtual
environment would naturally imply a greater level of de-
tachment from external reality. In particular, it has been
suggested that those prone to dissociative symptoms have
more difficulty tolerating discontinuity in perceptual
1
Fernand-Seguin Research Center, Montreal, Canada.
2
Concordia University, Montreal, Canada.
3
University of Montreal, Montreal, Canada.
4
Centre hospitalier de l’Universite
´de Montre
´al, Montreal, Canada.
CYBERPSYCHOLOGY,BEHAVIOR, AND SOCIAL NETWORKING
Volume 13, Number 0, 2010
ªMary Ann Liebert, Inc.
DOI: 10.1089=cpb.2009.0164
1
CPB-2009-0164-Aardema_2P.3D 01/27/10 6:20pm Page 1
environments, often reflecting a rigid stance toward percep-
tion.
3,4
As such, perceptual discontinuity as induced by
temporarily being immersed into a virtual environment while
absorption into objective reality is discontinued would be
expected to increase dissociative symptoms among those
prone to dissociative symptoms.
The present study introduces an innovative experimental
paradigm that identifies imaginative processes associated with
dissociative experience using virtual reality (VR) to decrease
the sense of presence in objective reality and increase feelings
of detachment toward objective reality. We predict that (a)
exposure to a virtual environment induces dissociative expe-
rience; (b) exposure to a virtual environment leads to a lower
sense of presence in objective reality; (c) the level of presence in
objective reality is associated with a higher degree of disso-
ciative symptoms after exposure to a virtual environment; and
(d) the degree of dissociative symptoms induced by a virtual
environment is associated with preexisting imaginative ten-
dencies and level of dissociative symptomatology.
Method
Participants
Participants were recruited through an advertisement in
the employee newspaper of the staff of Ho
ˆpital Louis-
Hippolyte Lafontaine (Montreal, Quebec). Participants were
initially screened by a telephone interview utilizing a mental
health screening questionnaire, the Questionnaire sur la
sante
´.
8
People with a potential anxiety disorder, depressive
disorder, substance abuse disorder, or psychotic disorder
were excluded. The final sample consisted of 30 participants
(14 females, 16 males). The average age was 33.1 (SID ¼8.2;
range 22–49). Educational levels were as follows: 3.3% had
a primary education, 0.0% had a secondary education, 36.7%
had a postsecondary preparatory college education, and
60.0% had a university education. Marital status was as fol-
lows: 56.7% married or cohabiting, 40.0% single, and 3.3%
divorced or separated.
Questionnaires
Cambridge Depersonalization Scale–Trait Version (CDS-
T). The CDS-T
9
measures the frequency and duration of
DP=DR symptoms over the previous 6 months (trait version).
It was tested on a sample of 77 patients suffering from a DSM-
IV depersonalization disorder (35), an anxiety disorder (22),
or a temporal lobe epilepsy (20).The scale consists of 29 items
capturing the frequency (0, never,to4,all the time) and general
duration of symptoms (1, few seconds,to6,more than a week).
The scale showed good discriminant validity (r¼0.25–0.29),
convergent validity (r¼0.80), and high internal consistency
(a¼0.89).
9
In addition, the total score of the scale differenti-
ates patients with DSM-IV depersonalization disorder from
the other groups.
Cambridge Depersonalization Scale–State Version
(CDS-S). The CDS-S
9
has 22 items representing clinical
manifestations of depersonalization symptoms using a visual
analogue scale that requires the participant to mark answers
along a numerically anchored 100-millimeter line. The scale
ranges from 0% (‘‘I’m not having it at all’’) to 100% (‘‘It’s as
bad as it gets’’). Most of the items correspond to the trait
version but were adapted by the original authors to allow for
the state measurement of symptoms of depersonalization.
The total score is calculated by adding the item scores. The
scale showed excellent internal consistency and reliability in
the present study (a¼0.92).
Adapted Igroup Presence Questionnaire (AIPQ). The
AIPQ is an adapted version of the Igroup Presence Ques-
tionnaire (IPQ).
10
The IPQ and its modified version, the AIPQ,
contain original items from previously developed question-
naires.
11–14
The original IPQ was constructed using a large
pool of items and two survey waves with approximately 500
participants. Items are answered on a 6-point scale (3to3).
The AIPQ used only those items from the original IPQ whose
contents allowed for the measurement of sense of presence in
objective external reality as well as in a virtual environment. In
some cases, items were rephrased so that they could apply to
both objective reality and a virtual environment. In addition,
because one purpose of the present study was to measure
sense of presence in both virtual and objective reality, two
different versions of the AIPQ were used, and while there were
no differences in the item set, each version had a slightly dif-
ferent instruction. For the measurement of presence in objec-
tive reality, the instruction was as follows:
Now you’ll see some statements about experiences. Please
indicate whether or not each statement applies to your expe-
rience in the last 5 minutes. You can use the whole range of
answers. There are no right or wrong answers, only your
opinion counts. Note that the expression ‘‘world surround-
ings’’ refers to the physical, ‘‘real’’ world.
For the measurement of presence in a VR environment, the
phrase ‘‘physical ‘real’ world’’ was replaced with ‘‘the virtual
world only.’’
The AIPQ consisted of nine items answered on a scale
ranging from 3 to 3. Item-total correlations of the AIPQ for
the first measurement (in objective reality) ranged from 0.23
to 0.66 (Cronbach’s a¼0.73). Item-total correlations of the
AIPQ for the second measurement (in the virtual environ-
ment) ranged from 0.12 to 0.86 (Cronbach’s a¼0.86). Higher
(recoded) scores indicate a greater sense of presence in ob-
jective reality, or alternatively, if the instruction applied to
VR, higher scores indicated a greater sense of presence in VR.
Immersive Tendency Questionnaire (ITQ). The ITQ
15
measures the tendency or capability to be involved or im-
mersed in activities, including the ability to concentrate and
block out distractions. Typical items include ‘‘Do you ever
become so involved in a daydream that you are not aware of
things happening around you?’’ ‘‘How good are you at
blocking out external distractions when you are involved in
something?’’ The scale consists of 18 items answered on a 7-
point scale. Reliability of the questionnaire is satisfactory
(a¼0.75).
Dissociative Experiences Scale (DES). The DES
16,17
is a
self-report questionnaire designed to identify patients with
dissociative psychopathology and to provide a means of
quantifying dissociative experiences. Content for the scale’s
28 items was garnered from interviews with dissociative
patients and from consultations with clinical experts. The
scale taps a broad range of dissociative experiences, including
2 AARDEMA ET AL.
CPB-2009-0164-Aardema_2P.3D 01/27/10 6:20pm Page 2
disturbances in memory, identity, and cognition and feelings
of derealization, depersonalization, absorption, and imagi-
native involvement. The final score is calculated by dividing
the total score by 28. Reliability findings from various studies
range from 0.85 to 0.93. Factor analysis performed on data
from nonclinical samples yields a different factor structure
than on clinical samples.
18
Specifically, in nonclinical sam-
ples, most of the variance is explained by an absorption factor
with factor loadings from 10 DES items (12, 14, 15, 16, 17, 18,
20, 22, 23, and 24). Hence, for the current study, only the
subscale Absorption was used (DES-AB), which reflects a
higher degree of dissociative experiences characterized by
absorption and imaginative involvement (e.g., ‘‘Some people
have the experience of not being sure whether things that
they remember happening really did happen or whether they
just dreamed them’’). The total score on the DES-AB is de-
termined by calculating the average score for all items.
Inferential Confusion Questionnaire–Expanded Version
(ICQ-EV). The ICQ-EV
19
is a 30-item questionnaire based
on the original version of the Inferential Confusion Ques-
tionnaire.
20
The total score represents a tendency to confuse
reality with imagination, including a distrust of the senses
and a tendency to easily get absorbed in the imagination. The
ICQ-EV has strong psychometric qualities with a high reli-
ability (a¼0.96) and validity.
Beck Depression Inventory II (BDI). The BDI
21
is a 21-
item measure that assesses the severity of depressive symp-
toms experienced by respondents during the previous 2
weeks. The BDI is highly reliable and valid (a¼0.92).
Beck Anxiety Questionnaire (BAI). The BAI
22
is a 21-item
anxiety symptom checklist on a 0 to 3 scale. The instrument
shows high internal consistency (a¼0.91), good test–retest
reliability (r¼0.75), moderate convergent validity (r¼0.51),
and good discriminant validity (r¼0.25).
Procedure
At the beginning of the experiment, participants were
asked to fill in the consent form and complete the entire
battery of questionnaires. This included a measurement of
sense of presence in objective reality during the last 5 minutes
(AIPQ). Upon completion of the first battery of question-
naires, participants were instructed to explore the virtual
environment at will for the next 15 minutes. To enhance im-
mersion, participants were asked to note the number of
people and cars encountered in the VR environment.
Following 15 minutes of exploring the VR environment,
participants were removed from the environment and asked
to fill in the AIPQ with the instructions pertaining to the VR
environment (e.g., how he or she felt during the last 5 minutes
while inside the VR environment). Once the AIPQ was
completed, participants were asked to explore the VR envi-
ronment once more for another 10 minutes. Therefore, in
total, each participant spent 25 minutes in the VR environ-
ment, which was considered sufficient time for immersion
into a VR environment without triggering confounding fac-
tors such as cybersickness.
Once the last 10 minutes of exploration of the VR envi-
ronment was completed, participants were asked to stay in the
room for 5 minutes before completing the post-questionnaires
(CDS-S and AIPQ). During post-measurement, the AIPQ was
administered to measure presence in objective reality for the
last 5 minutes. The participant was then debriefed and given
an explanation of the study’s purpose.
Material
The VR environments were displayed using a computer
with Windows 2000 (Pentium III, 4.2 GHz, 1 GB of RAM, with
a nVidia GeForce4 Ti 4200 128 MB), anIntertrax2 motion
tracker from Intersense (USB model, 3DOF, update rate
256 Hz), an I-Glass SVGA head-mounted display by IO-
Display (800600, 268FoV diagonal), and a Gyration wireless
mouse. The VR environments were created using a 3D game
editor (see www.uqo.ca=cyberpsy for demos).
Results
Means and standard deviations
Means and standard deviations of the administered ques-
tionnaires before exposure to a VR environment are shown in
Table 1.
Baseline intercorrelations between the questionnaires
To provide further insight into the relationships among the
various constructs and to better interpret the results of the
experimental manipulation, we calculated the intercorrela-
tions among the measures in the total sample (n¼30).
Most of the questionnaires measuring imaginative pro-
cesses were strongly related to each other (Table 2). While the
magnitude of correlations must be interpreted carefully due
to the small sample size, this result is not surprising. To some
extent, all the questionnaires relate to absorption or imagi-
native involvement. In particular, immersion tendencies, as
measured by the ITQ, were strongly related to dissociative
experiences characterized by absorption as well as feelings of
DP=DR, as measured by the CDQ. Likewise, a tendency to
confuse the imagination with reality, as measured by the
ICQ-EV, was significantly related to most other imaginative
measures. Sense of presence in objective reality related most
strongly to depression, as measured by the BDI, and related
moderately to feelings of DP=DR as measured by the CDQ.
However, sense of presence did not relate to any of the
measures such as the ICQ-EV, the ITQ, and the DES-AB. Most
of the other measures related to general distress, as measured
by the BAI and BDI. However, a tendency to become more
Table 1. Means and Standard Deviations
Instrument Mean SD
Adapted Presence Igroup Questionnaire 20.00 6.10
Cambridge Depersonalization
Questionnaire–State
48.80 110.90
Cambridge Depersonalization
Questionnaire–Trait
17.60 19.10
Dissociative Experiences Scale–Absorption 13.20 13.11
Immersive Tendencies Questionnaire 63.30 15.70
Inferential Confusion Questionnaire 61.70 28.60
Beck Anxiety Inventory 4.10 4.29
Beck Depression Inventory 4.63 7.16
VIRTUAL REALITY AND DISSOCIATIVE EXPERIENCE 3
CPB-2009-0164-Aardema_2P.3D 01/27/10 6:20pm Page 3
easily immersed, as measured by the ITQ, was not signifi-
cantly related to the BAI and BDI.
Effects of VR on DP=DR
The effects of VR on symptoms of DP=DR (as measured by
the CDS-S) are shown in Figure 1(A). Paired samples ttest
revealed a significant difference between pre- and post-
measures of symptoms of DP=DR: t(1, 29) ¼3.03; p¼0.003,
one-tailed. Overall, there was a significant increase in
symptoms of DP=DR as the result of exposure to a virtual
environment (4.9–14.5%).
To investigate the effects of VR in subgroups, participants
were divided into high and low DP=DR subgroups on the basis
of preexisting trait levels of DP=DR using the median score
(11.69) of the CDS-T. The effects of VR for these subgroups
on symptoms of DP=DR, as measured by the CDS-S, are shown
in Figure 1(B). Repeated measures of variance revealed a
FIG. 1. (A) Effects of virtual reality on depersonalization and derealization (CDS-S) in the total sample (n¼30). (B) Effects of
virtual reality on depersonalization and derealization in high and low subgroups (CDS-T).
Table 2. Interrelationships Between Dissociative Experience and Imaginative Processes Measures
CDQ-S CDQ-T DES-AB ITQ ICQ-EV BAI BDI
AIPQ 0.48** 0.41* 0.28 0.10 0.21 0.42** 0.62***
CDQ-S 1.00 0.73*** 0.77*** 0.43** 0.75*** 0.70*** 0.71***
CDQ-T 1.00 0.77*** 0.47** 0.67*** 0.51** 0.62***
DES-AB 1.00 0.69*** 0.65*** 0.49** 0.62***
ITQ 1.00 0.69*** 0.31 0.35
ICQ-EV 1.00 0.64*** 0.54**
BAI — — — — 1.00 0.32
BDI — — — — — 1.00
Note.*p<0.05; **p<0.01; ***p<0.001; BDI, Beck Depression Inventory; BAI, Beck Anxiety Questionnaire, ICQ-EV, Inferential confusion
Questionnaire-Expanded Version; CDS-T, Cambridge Depersonalisation Scale-Trait Version; DES-AB, Dissociation Experiences Scale-
Absorption Subscale; AIPQ, Adapted Igroup Presence Questionnaire; CDS-S, Depersonalisation Scale-Trait Version.
4 AARDEMA ET AL.
CPB-2009-0164-Aardema_2P.3D 01/27/10 6:20pm Page 4
significant interaction effect: F(1, 28) ¼3.85, p¼0.03, one-tailed;
Z
2
¼0.12; observed power ¼0.47). Those with higher initial
levels of symptoms of DP=DR showed a greater increase in
state symptoms (M
pre
¼89.8, SD ¼147.2; M
post
¼245.8, SD ¼
318.9) than those with lower initial levels of symptoms of
DP=DR (M
pre
¼7.9, SD ¼15.1; M
post
¼44.7, SD ¼75.3).
Effects of VR on sense of presence
For the total sample, level of presence before, during, and
after exposure to VR is represented in Figure 2. Level of
presence in VR was significantly lower than in objective re-
ality: t(1, 29) ¼6.26 (1, 29); p<0.001, one-tailed. Participants
felt considerably less present in the virtual environment than
they did in actual objective reality. Immediately after expo-
sure to the VR environment, however, participants did not
reach the same level of presence in objective reality as they
had before: t(1, 29) ¼3.64; p<0.001, one-tailed).
In addition, repeated measures of variance showed that
both subgroups (low and high on symptoms of DP=DR) felt
considerably less present in objective reality after exposure to
VR: F(1, 28) ¼38.09; p<0.001, one-tailed; Z
2
¼0.58; observed
power ¼1.00. However, there was no significant interaction
effect between the groups when comparing preexisting levels
of presence in objective reality with levels of presence in VR:
F(1, 28) ¼0.04; p<0.42, one-tailed; Z
2
¼0.00; observed pow-
er ¼0.05. In addition, when comparing the levels of presence
in objective reality before and after VR, both the group high
on symptoms of DP=DR (M
pre
¼17.9, SD ¼6.8; M
post
¼8.5,
SD ¼12.2) and the group low on symptoms of DP=DR
(M
pre
¼22.2, SD ¼4.4; M
post
¼16.7, SD ¼12.1) showed a de-
crease in sense of presence in objective reality: F(1, 28) ¼13.15;
p<0.001, one-tailed; Z
2
¼0.32; observed power ¼0.94. How-
ever, neither group showed a significantly greater reduction
in level of presence than the other: F(1, 28) ¼0.86; p<0.18,
one-tailed; Z
2
¼0.03; observed power ¼0.15.
Correlates of change in presence
and dissociative experience
What are the main variables that relate to change in symp-
toms of DP=DR symptoms and change in presence in objective
reality as the result of an immersion in VR? To answer this
question, we calculated the relationship between change in
symptoms of DP=DR and level of presence in objective reality
with all of the other measures. Results showed that change in
symptoms of DP=DR due to VR exposure, as measured by the
CDQ-S, was most strongly related to preexisting levels of
DP=DR as measured by the trait version of the CSQ (r¼0.71;
p<0.001, two-tailed). Change in symptoms of DP=DR was
also significantly related to the DES-AB (r¼0.52; p<0.01, two-
tailed). Immersive tendencies, as measured by the ITQ, were
also significantly related to change in symptoms of DP=DR
(r¼0.42; p<0.05, two-tailed). In addition, change in symp-
toms of DP=DR was significantly related to a tendency to ab-
sorb oneself in imaginary possibilities, as measured by the ICQ
(r¼0.45; p<0.05, two-tailed). No significant relationship was
observed with preexisting moodstates as measured by the BAI
(r¼0.33; p¼0.08) and BDI (r¼0.29; p<0.13). Finally, change
in symptoms of DP=DRwas quite strongly related to change in
presence in objective reality before and after immersion in VR
(r¼0.58; p<0.001, two-tailed). The greater the increase in
symptoms of DP=DR, the greater the decrease in one’s sense of
presence in objective reality. Change in presence was not re-
lated to any of the other variables.
Discussion
The current study used an innovative experimental ap-
proach to investigate the effects of VR on dissociation experi-
ence and sense of presence in objective reality. Dissociative
symptoms were measured before and after exposure to a VR
environment, and results showed an increase in symptoms of
DP=DR following VR exposure. In particular, those with initial
higher levels of dissociative symptoms showed a greater in-
crease in dissociative symptoms following exposure to VR than
did those with lower levels of dissociative symptoms. Sense of
presence in objective reality also decreased as the result of ex-
posure to VR. However, this time, preexisting levels of DP=DR
did not mitigate the effects of VR on level of presence.
The current results shed light on various imaginative fac-
tors involved in the production of dissociative symptoms.
They showed that the feeling of presence in a virtual envi-
ronment, which implies detachment from objective reality,
may temporarily compromise one’s connection with outer,
objective reality. A tendency toward immersion or ab-
sorption, as measured by several different scales, related
significantly to level of change in dissociative symptoms as
the result of VR. The current results provide support for the
FIG. 2. Effect of virtual reality on presence (AIPQ) in the total sample (n¼30).
VIRTUAL REALITY AND DISSOCIATIVE EXPERIENCE 5
CPB-2009-0164-Aardema_2P.3D 01/27/10 6:21pm Page 5
notion that dissociative symptoms can be triggered through
discontinuity in perceptual environments (in this case, from
VR to objective reality), especially among those prone to ex-
periencing dissociative symptoms.
4
Increasing the person’s
ability to tolerate perceptual discontinuities and adopting a
less rigid stance toward perception has been proposed as a
treatment target for those with DP=DR.
3
However, results suggest that the processes that increase
dissociative symptoms as the result of a VR immersion may
not be just pathological. As noted earlier, dissociative expe-
riences lie on a continuum and may refer to completely nor-
mal imaginative processes like daydreaming. The effects of
VR on dissociative symptoms were not in the clinical range or
even within subclinical levels of dissociative experiences. The
effects observed in the current study may be similar to
spending several hours working at a computer and tempo-
rarily feeling more detached from objective reality than usual.
It appears likely that the effects of exposure to VR disappear
rapidly following subsequent immersion into objective real-
ity. In addition, the dissociative effect itself may be dependent
on the duration of VR exposure. Future studies need to shed
light on the duration of the effect by following up with par-
ticipants after VR exposure.
Nonetheless, it is possible that prolonged periods of dis-
continuity in objective perception may have harmful effects
in vulnerable individuals. There are reports in popular
media on Internet and computer game addiction being as-
sociated with neglect and suicide, sometimes inexplicably
so.
23,24
Of course, these anecdotal reports await further in-
vestigation, but the current findings may have bearing on
such incidences if exposure to highly absorbing experiences
such as Internet activity lead to a sense of detachment, a
lowered sense of presence, and potentially an increase in
depressive feelings.
25
Another potential implication of the current results lies in
the use of VR environments to treat anxiety disorders with
gradual exposure.
26
Those with higher preexisting levels of
dissociative symptoms appeared to be more vulnerable to
increases in symptoms of DP=DR as the result of VR. While
the magnitude of these effects are unclear and may last for
only a short duration after exposure to VR, it would be wise
to take those results into consideration when using VR im-
mersions with people who have preexisting clinical levels of
dissociation. Alternatively, a controlled increase in symptoms
of DP=DR could be viewed as a potential avenue for therapy,
including the use of VR in exposing the individual to tran-
sient symptoms of DP=DR and correcting catastrophic mis-
interpretations of symptoms through cognitive-behavior
therapy.
6
One limitation of the current study is the use of a non-
clinical sample and a relatively small sample size. The current
results provide only a preliminary account of the effects of VR
on dissociative experiences and sense of presence in objective
reality. In particular, the effects of VR on dissociative expe-
riences appear to be exacerbated by higher preexisting levels
of dissociation and the individual’s propensity for immer-
sion. Sense of presence in objective reality seems to suffer as
well. Future research should establish the exact relationships
among these variables as well as the exact clinical implica-
tions of the current findings.
Acknowledgments
The study was supported with a Fellowship Award from
the Fonds de la Recherche en Sante
´du Quebec (FRSQ) to the
first author and Grant No. MOP67059 from the Canadian
Institutes of Health Research (CIHR) to the second author.
Disclosure Statement
No competing financial interests exist.
References
1. American Psychiatric Association. (1994) Diagnostic and sta-
tistical manual of mental disorders: DSM-IV, 4th ed. Wa-
shington, DC: Author.
2. Trueman D. Depersonalization in a non-clinical population.
Journal of Psychology 1984; 116:107–12.
3. Charbonneau J, O’Connor K. Depersonalization in a non-
clinical sample. Behavioural & Cognitive Psychotherapy
1999; 27:377–81.
4. Fewtrell D, O’Connor K. Dizziness and depersonalization: a
psychological perspective. Advances in Behaviour Research
& Therapy 1988; 10:201–19.
5. Merkelbach H, a
`Campo J, Hardy S, et al. Dissociation and
fantasy proneness in psychiatric patients: a preliminary
study. Comprehensive Psychiatry 2005; 46:181–5.
6. Hunter ECM, Baker D, Phillips ML, et al. Cognitive-behaviour
therapy for depersonalization disorder: an open study. Be-
haviour Research & Therapy 2005; 43:1121–30.
7. Holmes EA, Brown RJ, Mansell WM, et al. Are there two
qualitatively distinct forms of dissociation? A review and
some clinical implications. Clinical Psychology Review 2005;
25:1–23.
8. Kirouac C, Denis I, Fontaine A, et al. (2006). Questionnaire
sur la Sante
´. Centre de Recherche Fernand-Seguin, Ho
ˆpital
Louis-H Lafontaine.
9. Sierra M, Berrios BE. The Cambridge Depersonalization
Scale: a new instrument for the measurement of deperson-
alization. Psychiatry Research 2000; 93:153–64.
10. Schubert T, Friedmann F, Regenbrecht H. The experience of
presence: factor analytic insights. Presence: Teleoperators &
Virtual Environments 2001; 10:266–81.
11. Carlin AS, Hoffman HG, Weghorst S. Virtual reality and
tactile augmentation in the treatment of spider phobia: a
case report. Behaviour Research & Therapy 1997; 35:153–8.
12. Hendrix CM. Exploratory studies on the sense of presence in
virtual environments as a function of visual and auditory
display parameters. Master’s thesis, Human Interface Tech-
nology Laboratory of the Washington Technology Center,
University of Washington, 1994.
13. Slater M, Usoh M. Representations systems, perceptual po-
sition, and presence in immersive virtual environments.
Presence 1994; 2:221–33.
14. Witmer BG, Singer MJ. (1994). Measuring presence in virtual
environments, ARI technical report. Alexandria, VA: U.S. Army
Research Institute for the Behavioral and Social Sciences.
15. Witmer BG, Singer MJ. Measuring presence in virtual reality
environments: a presence questionnaire. Presence: Tele-
operators and Virtual Environments 1998; 7:225–40.
16. Bernstein EM, Putnam FW. Development, reliability and
validity of a dissociation scale. Journal of Nervous & Mental
Disease 1986; 174:727–35.
6 AARDEMA ET AL.
CPB-2009-0164-Aardema_2P.3D 01/27/10 6:21pm Page 6
17. Carlson EB, Putnam FW. An update on Dissociative Ex-
periences Scale. Dissociation 1993; 6:16–27.
18. Carlson EB, Putnam FW, Ross CA, et al. (1991). Factor ana-
lysis of the Dissociative Experiences Scale: A multicenter study.
In B.G. Braun & E.B. Carlson (Eds) Proceedings of the Eight
International Conference on Multiple Personality and Dis-
sociative States. Rush: Chicago.
19. Aardema F, Wu KD, Careau Y, et al. The expanded ver-
sion of the Inferential Confusion Questionnaire: further de-
velopment and validation in clinical and non-clinical
samples. Journal of Psychopathology & Behavioral Assess-
ment 2009.
20. Aardema F, O’Connor K, Emmelkamp PMG, et al. In-
ferential confusion and obsessive-compulsive disorder: the
Inferential Confusion Questionnaire. Behaviour Research &
Therapy 2005; 43:293–308.
21. Beck AT, Steer RA, Brown GK. (1996) Beck Depression In-
ventory, 2nd ed. San Antonio, TX. Psychological Corporation.
22. Beck AT, Epstein N, Brown G, Steer RA. An inventory for
measuring clinical anxiety: psychometric properties. Journal
of Consulting & Clinical Psychology 1988; 56:893–7.
23. Becker D. (2002) Game junkies: hooked on ‘‘heroinware’’?
http:== news.zdnet.com=2100-9584_22-122095.html (accessed
Sept. 4, 2008).
24. Patrizio A. (2003). Did game play role in suicide? www
.wired.com=gaming=gamingreviews=news=2002=04=51490
(accessed Sept. 4, 2008).
25. Kraut R, Patterson M, Lundmark V, et al. Internet paradox: a
social technology that reduces social involvement and psy-
chological well-being. American Psychologist 1998; 53:1017–31.
26. Powers MB, Emmelkamp PMG. Virtual reality exposure
therapy for anxiety disorders: a meta-analysis. Journal of
Anxiety Disorders 2008; 39:250–61.
Address correspondence to:
Dr. Frederick Aardema
Fernand-Seguin Research Center
7331 Hochelaga
Montre
´al, Que
´bec
H1N 3V2 Canada
E-mail: faardema@crfs.rtss.qc.ca
CPB-2009-0164-Aardema_2P.3D 01/27/10 6:21pm Page 7
VIRTUAL REALITY AND DISSOCIATIVE EXPERIENCE 7
CPB-2009-0164-Aardema_2P.3D 01/27/10 6:21pm Page 8
... Ethical concerns, such as data privacy, over-reliance, and the risk of escapism, have been raised, particularly for vulnerable populations like adolescents 25 . For instance, prolonged VR use has been linked to dissociation in some users, underscoring the need for guided, moderated applications 26 . These findings emphasize the importance of understanding diverse user perspectives to ensure VR's equitable and safe implementation. ...
Article
Virtual reality (VR) is increasingly recognized for its potential in mental health interventions, yet user perspectives on its role in anxiety and stress reduction remain underexplored. This study examines experiences and perceptions of VR through a survey and in-depth qualitative responses from 35 participants (aged 20–44 years, M = 28.7, 51% male, 49% female) with diverse educational and occupational backgrounds. Participants reported high digital technology use (M = 6.9 hours/day), often linked to anxiety, stress, and sleep disruption. Among 16 VR users (46%), 13 (81%) described VR as “calming” or effective for stress relief, citing applications like meditation, gaming, and therapy (e.g., exposure therapy, pain distraction). Qualitative insights from 26 participants highlight VR’s immersive benefits, therapeutic potential, and barriers, including limited access, awareness, and concerns about over-reliance or cultural relevance. Findings suggest VR is a promising adjunct for anxiety and stress management, particularly in guided settings, but equitable adoption requires addressing access and ethical challenges. Further research should explore VR’s efficacy in diverse, underserved populations. Keywords:- Virtual reality, anxiety reduction, stress management, mental health, user perspectives, immersive technology, therapeutic applications, exposure therapy, pain distraction, digital technology, screen time, access barriers, ethical concerns, cultural relevance, qualitative research, thematic analysis
... However, that same mechanism can be used to influence users' identities and thus propagate a distorted view of reality [41]. The prolonged usage of the VR environment may be linked with the dissociative symptoms of depersonalization and derealization [42]. At worst, it may foster psychotic disorders in people who are predisposed to such experiences. ...
Chapter
Full-text available
The chapter explores how immersive technologies, such as virtual reality (VR), are transforming storytelling in the digital age. The focus concentrates on the significant contributions of immersive experiences to emotional and sensory engagement, enabling novel opportunities for interactive and spatial storytelling. The chapter also references studies conducted into story and user engagement, using eye-tracking that examines patterns in gaze as it is embedded within narrative spaces, and BCIs that allow for the real-time generation of customized story experiences. Within the chapter, we review key narrative techniques, VR implementations, consumer experiences in virtual 3D landscapes, and developer challenges (e.g., cyber sickness (simulator sickness), which can impair consumer convenience and session duration). There is also a gloss on ethical debates and the future potential of immersive narratives such as the inclusion of artificial intelligence or multi-channel transmedia experiences. The chapter provides a comprehensive understanding of immersive storytelling through the integration of theoretical and practical insights incorporating technological, cultural, and narrative perspectives.
... Exergaming's impact on culture and humans across the globe continues to grow and has become an increasing phenomenon within today's society. Exergaming can significantly increase the dissociation from the environment and surroundings and increase immersion into a virtual world through exercise (Aardema et al., 2010). Understanding the impact that exergaming can have on one's ability to dissociate from their current circumstances and environment has become integral in understanding the many different methods and uses for these exergaming systems. ...
Article
This study investigated the impact of competitive exergaming on affective and performance variables. Participants (N=26) participated in two separate rowing conditions consisting of a competitive exergame system and a control rowing system. Utilizing a within-subjects design, participants completed two rowing tasks in the competitive grand prix exergaming condition or control condition. Heart rate, rating of perceived exertion (RPE), attention, and feeling were recorded throughout the task. Perceived activity enjoyment (PACES), session rating of perceived exertion (sRPE), distance rowed, power output (watts), and strokes per minute were measured following the task. Participants within the competitive exergame system had a greater distance rowed, higher sRPE score, greater power output, and higher strokes per minute than the control condition. Both groups had an increase in heart rate, associative attention, RPE, and feeling across time. This research benefits healthcare providers and practitioners who want to prescribe exercise for patients and clients who are struggling to find enjoyment in exercise and increase performance. Additional research is needed to include a more representative population and conduct a longitudinal study to assess the significance of these results.
... Although they are considered easy to combine with biosensory cues and convey explicit social cues like facial expressions and body postures, one of our expert interviewees (P4) expressed his concern that an avatar with a numerical display floating above or around its head may "look more like an NPC in a game than a real human being" and thus increases the risk of depersonalization in VR social interaction. Fundamentally, the effects of VR on dissociative experiences appear to be exacerbated by an individual's higher propensity for immersion in the virtual environment [72]; certain personal traits can also increase the inevitability of depersonalization, such as socially anxious individuals. If, on a social level, the user is burdened with the "unrealness" of the experience-feeling an overwhelming sense of virtuality caused by the "as-if" quality and uncanniness (for example, perceiving social partners as fake humans), the negative effects of depersonalization can be further amplified, further weakening the sense of presence [73]. ...
Article
Full-text available
As technology-mediated social interaction in virtual environments prevails, recent Human–Computer Interaction (HCI) studies have suggested incorporating biosensory information cues that reveal users’ inner states to facilitate social information sharing and augment copresent experience. Physiological synchrony is believed to be engaged in several important processes of copresent experience. However, what impact different biosensory cues have on physiological synchrony and users’ copresent experience remains underinvestigated. This study selected a virtual reality (VR) electronic dance music setting and integrated five different biosignals, namely, power of electromyography (pEMG), galvanic skin response (GSR), heart rate (HR), respiration effort (RE), and oxyhemoglobin saturation by pulse oximetry (SpO2). A non-randomized controlled experiment with 67 valid participants and five baseline data providers revealed that GSR enhanced physiological synchrony significantly. However, semi-structure interviews with 10 participants indicated that RE and HR provided the strongest user-perceived copresence, which implies an intriguing gap between quantitative and qualitative analysis results. Five design implications were further generated and discussed in details for the future design and development of virtual copresent experience based on biosensory information cues.
... This position is, I believe, also supported by empirical research such as Aardema et al. (2010) suggesting that users of virtual reality technology experience, albeit brief, disassociation from ordinary reality when coming back from the virtual one. This reaction is not easily explainable if we take it for granted that virtual reality users are aware of the fact that they are engaging with virtual-as-digital objects, since believing that one is interacting with virtual objects which are in fact just ordinary digital objects implies a certain constant anchoring or tethering to the ordinary reality. ...
Conference Paper
This paper critically examines the predominant reductionist-materialist approach to the ontology of virtual realities, as exemplified by the ontological theory of David Chalmers. Following this discussion the paper presents a novel analytical approach informed by a longstanding tradition within the phenomenological tradition which focuses on the analysis of phenomenal break-downs. Based on the analysis of the breakdown of immersion an ontological threshold between the virtual and the non- virtual domains is revealed, which theoretically equips us to understand the two as disparate realities in their own right. The paper concludes by briefly discussing how this new ontological understanding can be relevant for theoretical discussions within the field of Game Studies.
... The responses align with findings from some researchers on the impact of games on player identity. In particular, it is noted that prolonged time in a virtual world can lead to a sense of detachment from one's physical identity and selfdissociation [40,41]. Compared to regular computer games, the immersion effect in metaverses is significantly stronger, making it difficult for the user's brain to always separate experiences in the metaverse from reality. ...
Article
Full-text available
The article explores the impact of liminality in immersive games on players' identity from two perspectives: overcoming liminal phases associated with the initiation of a character in games with a narrative-plot architecture that reflects the universal stages of the hero's "journey"; and overcoming liminality in survival horror games, where players use the virtual world to experiment with their psyche. It introduces and substantiates the terms of mytho-liminal and mystical-liminal games, assessing their positive and negative effects based on data from semi-structured interviews with student groups, totaling 120 informants. After processing the interview data and deriving quantitative indicators, the findings were refined and justified through the lens of research on liminal states, game psychology, and psychological studies on out-of-body experiences in virtual reality. It has been found that the positive effects of mystical-liminal games include the experience of emotions unattainable in the real world, development of coping potentials, working through unconscious conflicts and psychological traumas, and strengthening the moral imperative with a clear distinction between good and evil. The negative impact of mystical liminality manifests in feelings of fear, tension, and discomfort during gameplay, feelings of helplessness and frustration in cutscenes, and cognitive stress due to disidentification with the projective identity when the player's "positive" avatar is transformed into an immoral character. The positive effects of mytho-liminal games include: enhancement of the sense of subjectivity, awareness of an ideal to emulate, strengthening of the value component of personality, development of creativity and problem-solving skills, unleashing positive potential of latent, unrealized possibilities, development of communication skills, and liberation from social conventions. Negative effects include self-dissociation and depersonalization in both psychological and physical terms, realization of latent destructive needs and deviant behavior, and the substitution of real initiation-finding one's "self"-with pseudo-initiation through gameplay. This research provides insights into the intersection of liminal and virtual realities, shedding light on the psychological dimension of liminality in video games and enhancing the overall understanding of the liminality role in the virtual context.
Thesis
Full-text available
The aim of this research is to investigate the effects of virtual reality (VR) environments on the vocabulary learning of foreign university students\graduates with A1 and A2 levels of Turkish language proficiency and the design and development of virtual reality environments for vocabulary learning. The research was conducted as a case study, utilizing descriptive analysis for the quantitative part and content analysis for the qualitative part. Data were collected from 10 foreign students learning Turkish at A1 and A2 levels and 5 Turkish language teachers. The application lasted for 4 weeks, with content created by the researcher on the CoSpace Edu platform and implemented using interactive virtual reality glasses. The environments used in the virtual reality application were planned and designed under the guidance of the ADDIE instructional design model. Data were collected using semi-structured interview form and a vocabulary knowledge test. Descriptive statistics were conducted for the analysis of quantitative data, while interview analyses were carried out in a digital environment by creating categories and codes. The findings indicate that virtual reality environments are effective in Turkish vocabulary learning and enhancing students' vocabulary knowledge. Additionally, both teachers and students generally evaluated the virtual reality environments and the developed design positively. Students found the Turkish vocabulary learning process in the virtual reality environment to be memorable, easy, and beneficial, while teachers found it to be engaging, easy, and successful. The results demonstrate that virtual reality environments are effective in Turkish vocabulary learning and that students highly adopt this technology. Based on these results, it is recommended to investigate the long-term effects of virtual reality environments in language education, compare virtual reality technology with other educational technologies, and provide training for teachers to integrate virtual reality technology effectively into the educational process.
Article
Laboratory-based inductions of dissociative states promise to facilitate understanding of the etiology, maintenance, and treatment of dissociation and dissociative disorders. In the present scoping review, we identified articles via a systematic search of PsycINFO, PsycARTICLES, PubMed, and Google Scholar, resulting in 59 articles that met a priori inclusion criteria. Of the 19 techniques described, numerous elicited changes in dissociative symptoms. However, studies were highly heterogeneous regarding their definition and measurement of dissociation. We call attention to relevant validity concerns presented by laboratory-based inductions and offer directions and recommendations for future research.
Article
Full-text available
Reviews studies that relate to the norms, reliability, and validity of the Dissociative Experiences Scale (DES). Appropriate clinical and research use of the scale are discussed together with factor analytic studies and fruitful statistical analysis methods. Research reported for 1989–1992 with the DES is described, and promising new research questions are highlighted. Suggestions are made for translating and using the DES in other cultures. A 2nd version of the DES, which is easier to score, is included as an appendix. (PsycINFO Database Record (c) 2012 APA, all rights reserved)
Article
Twenty participants self-referred from the general population as experiencing depersonalization were interviewed to determine the qualities of the experience and possible pathology. The participants and control group were also administered a battery of questionnaires measuring different aspects of psychopathology. There were no consistent diagnostic associations with depersonalization. In the majority of cases, onset was reported after a traumatic life event, or after sexual abuse or after giving birth. The most frequent experiences were related to derealization and participants did not score high on dissociation in general. The most common strategy to alleviate the problem was concentrating on a task. We distinguish between those clients who viewed the experience as a loss of or less than normal sensation, which we qualified as negative symptoms and others who evaluated the experience as an addition to their usual perceptions and sensations, which we qualified as positive symptoms.
Article
Complaints of dizziness and depersonalisation are frequently associated with anxiety and/or medical problems. However, neither experience can be tied exclusively to one medical or psychosomatic disorder. Although both experiences have been reported during anxiety, neither can be related directly to anxiety level and it seems probable that both arise in the wake of psychological concomitants to change in arousal rather than to high arousal itself.The importance of cognitive processes is a neglected element in both dizziness and depersonalisation. Both experiences are amenable to cognitive intervention as a therapeutic measure. Cognitive and in particular cognitive-perceptual conflict can provoke both experiences. Cognitive attributions about the meaning of an attack form major distress-defining constituents of each experienceTwo models are discussed: one, that dizziness and depersonalisation are the same experience described differently; the other, a bipolar hypothesis, proposes that the two experiences form opposite ends of a dimension describing disturbed self-world relations. This type of disturbance is not easily described in everyday vocabulary and attention to the precise phenomenology of both complaints would help further psychological understanding.
Article
The Internet could change the lives of average citizens as much as did the telephone in the early part of the 20th century and television in the 1950s and 1960s. Re- searchers and social critics are debating whether the Internet is improving or harming participation in com- munity life and social relationships. This research exam- ined the social and psychological impact of the lnternet on 169 people in 73 households during their first i to 2 years on-line. We used longitudinal data to examine the effects of the Internet on social involvement and psycho- logical well-being. In this sample, the Internet was used extensively for communication. Nonetheless, greater use of the Internet was associated with declines in partici- pants'communication with family members in the house- hold, declines in the size of their social circle, and in- creases in their depression and loneliness. These findings have implications for research, for public policy, and for the design of technology.
Article
Twenty participants self-referred from the general population as experiencing depersonalization were interviewed to determine the qualities of the experience and possible pathology. The participants and control group were also administered a battery of questionnaires measuring different aspects of psychopathology. There were no consistent diagnostic associations with depersonalization. In the majority of cases, onset was reported after a traumatic life event, or after sexual abuse or after giving birth. The most frequent experiences were related to derealization and participants did not score high on dissociation in general. The most common strategy to alleviate the problem was concentrating on a task. We distinguish between those clients who viewed the experience as a loss of or less than normal sensation, which we qualified as negative symptoms and others who evaluated the experience as an addition to their usual perceptions and sensations, which we qualified as positive symptoms.