# Triggering anger using a virtual reality social scene

**Authors:** Sinéad Lambe, André Miguel, Matthew Bousfield, Felicity Hudson, Memoona Ahmed, Ghizlane Slaoui, Phoebe Haynes, Aitor Rovira, Seena Fazel, Daniel Freeman

PMC · DOI: 10.1038/s41598-026-36653-5 · Scientific Reports · 2026-02-21

## TL;DR

A virtual reality simulation can trigger anger in men, especially those with high anger levels, suggesting VR could help treat anger issues.

## Contribution

This study demonstrates that VR can effectively trigger anger in controlled settings, offering a novel tool for anger assessment and treatment.

## Key findings

- Anger significantly increased in participants after exposure to an intimidating VR social scenario.
- Men with high anger scores showed a stronger anger response to the VR simulation.
- Hostile appraisals of virtual characters were linked to greater anger responses.

## Abstract

Virtual reality (VR) simulations may provide a safer way for people with high levels of anger to practise overcoming unhelpful reactions. The first step in such treatment development is to test whether anger can be caused by a simulation of a common triggering situation. The aim was to test whether an intimidating VR social environment raises anger in men and whether the effect is more pronounced in those with problematic anger. A mixed-design experimental study was conducted. Two hundred and sixty-five people were screened: 20 men were allocated to a high anger group based on the clinical cut-off of the Dimensions of Anger Reactions-5 (DAR-5) (> 12) and 22 men to a low anger group (DAR-5 score < 8). Anger was assessed pre- and post-exposure to an intimidating VR lift scenario featuring seven characters. Appraisals of the virtual characters were also assessed. Regression analyses were used to test the effects of anger group and appraisals on anger response whilst controlling for baseline anger. Across all participants, anger significantly increased from pre- to post-VR (t(41) = 3.63, p < .001, d = 0.56). There was a significant effect of group on the extent anger was triggered by the VR scenario (β = 0.277, t(df) = 2.443, p = .019, SE = 2.098) with the high anger group showing a greater anger response. Hostile appraisal of virtual characters (β = 0.416, t(df) = 3.285, p = .002, SE = 0.038) was associated with a greater anger response. The reactions to the virtual reality simulation mirrored what may be expected in the real world. A mildly stressful VR social situation raised anger in all but this was more pronounced in men who have difficulties with anger. VR has the potential to be used in the assessment and treatment of anger.

## Full-text entities

- **Diseases:** borderline personality disorder (MESH:D001883), delusions (MESH:D063726), panic (MESH:D016584), depression (MESH:D003866), aggression (MESH:D010554), phobias (MESH:D010698), post-traumatic stress disorder (MESH:D013313), psychiatric (MESH:D001523), psychosis (MESH:D011618), eating disorders (MESH:D001068), anger difficulties (MESH:D051346), paranoid ideation (MESH:D001072), anxiety (MESH:D001007), substance misuse difficulties (MESH:D009293), Paranoid Thoughts (MESH:D010259)
- **Species:** Homo sapiens (human, species) [taxon 9606]

## Full text

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## Figures

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## References

3 references — full list in the complete paper: https://tomesphere.com/paper/PMC13021999/full.md

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Source: https://tomesphere.com/paper/PMC13021999