# Effects of Exposure to Non-Immersive Virtual Reality on Disgust and Anxiety: A Study on Non-Clinical Samples

**Authors:** Stefania Mancone, Francesco Di Siena, Simone Barbato, Lorenzo Di Natale, Fernando Bellizzi, Pio Alfredo Di Tore, Pierluigi Diotaiuti

PMC · DOI: 10.3390/bs16030445 · Behavioral Sciences · 2026-03-18

## TL;DR

This study explores how a virtual dirty bathroom affects emotions like disgust and anxiety in university students, finding that it can increase these feelings and that individual differences influence the response.

## Contribution

The study introduces a non-immersive virtual reality method to elicit clinically relevant emotions in non-clinical populations.

## Key findings

- Exposure to a virtual dirty bathroom significantly increased state anxiety and disgust sensitivity.
- Disgust sensitivity was strongly linked to obsessive–compulsive symptoms, and trait anxiety was linked to fear of COVID-19.
- Females and those without gaming experience reported higher discomfort and activation during the virtual scenario.

## Abstract

Non-immersive (screen-based) virtual environments may offer a low-threshold way to elicit clinically relevant emotions while reducing barriers associated with immersive head-mounted displays. This study examined whether a non-immersive virtual scenario simulating a dirty public bathroom is associated with changes in disgust-related and anxiety-related responses in a non-clinical sample of university students, and explored links with obsessive–compulsive tendencies and contamination-related anxiety during the COVID-19 period. A total of 122 participants remotely explored the virtual environment. Before and after exposure, participants completed measures of state anxiety (EMAS-S) and disgust sensitivity (DSR); trait anxiety (EMAS-T), obsessive–compulsive symptoms (OCI-R), fear of COVID-19 (FCS), and engagement/activation during the experience were also assessed. Pre–post differences were tested using paired-sample t-tests, and associations among variables were examined via bivariate correlations. Results indicated a significant post-exposure increase in EMAS-S and DSR scores. Correlational analyses showed robust associations between disgust sensitivity and obsessive–compulsive symptoms, and between trait anxiety and fear of COVID-19. Gender and first-person videogame experience were related to subjective discomfort and activation, with higher levels reported by females and participants without gaming experience. The findings provide preliminary evidence that a remote, screen-based contamination scenario can elicit measurable disgust- and anxiety-related responses and that individual differences may shape subjective impact. However, because the study used a single-group pre–post design without a neutral VR condition or a non-VR control, causal conclusions about the effects of the virtual scenario cannot be drawn.

## Linked entities

- **Diseases:** obsessive–compulsive disorder (MONDO:0008114), COVID-19 (MONDO:0100096)

## Full-text entities

- **Diseases:** OCI-R (MESH:C580424), COVID-19 (MESH:D000086382), Anxiety (MESH:D001007), obsessive-compulsive symptoms (MESH:D009771)

## Full text

_Full body text omitted from this summary view._ Fetch the complete paper as Markdown: https://tomesphere.com/paper/PMC13024201/full.md

## Figures

3 figures with captions in the complete paper: https://tomesphere.com/paper/PMC13024201/full.md

## References

92 references — full list in the complete paper: https://tomesphere.com/paper/PMC13024201/full.md

---
Source: https://tomesphere.com/paper/PMC13024201