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

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.

Authors

Institutions

Publication Details

Journal
Cyberpsychology Behavior and Social Networking
Published
2025-11-05
DOI
https://doi.org/10.1177/21522715251386347
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

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

Miguel Barreda-Ángeles, Simone Amendola
Cyberpsychology Behavior and Social Networking
Virtual Reality Applications and Impacts
article

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

Miguel Barreda-Ángeles, Simone Amendola
article en

Abstract

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.

Cyberpsychology Behavior and Social NetworkingVol. 28(12)
Joint Research Centre (IT)
Openalex Percentile: Top 67%
Virtual Reality Applications and Impacts
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

An Exploration of Virtual Reality User Profiles and Their Relationship with Symptoms of Addiction — Miguel Barreda-Ángeles, Simone Amendola · Cyberpsychology Behavior and Social Networking (2025) | TGRS Research Map | TGRS