

When anger is not controlled or regulated appropriately, it increases the risk of aggressive behavior. The disposition to experience state anger with greater frequency and intensity is referred to as trait anger. Future VR intervention tools in clinical settings may capitalize more on their benefits for self-reflection within interpersonal settings.Īnger is an acute emotional-physiological reaction that ranges from mild irritation to intense fury and rage (i.e., state anger). However, the participants reported gaining more insight into their own behavior and that of others. No difference was found between the VR-GAIME and the control game.

Aggressive behavior was measured pre-, half-way, and post-treatment via self-report and clinicians ratings. In addition to the aggression replacement training, patients played either the VR-GAIME or a control game.
#FALLEN DOLL 1.29 VR TRIAL#
The current study examined the effects of this training in a randomized controlled trial among forensic psychiatric outpatients with aggression regulation problems (N = 30). To enrich this training and make it more suitable for clinical applications, the present researchers developed it into a Virtual Reality Game for Aggressive Impulse Management (VR-GAIME). Prior laboratory experiments among healthy samples found that training avoidance movements to angry faces may lower anger and aggression, especially people high in trait anger.
