A psychological framework for social skill acquisition in immersive VR environments: Conceptualization, application, and empirical evaluation

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@article{ed4f087de1cb49e1b75c00da76a3e3ac,
title = "A psychological framework for social skill acquisition in immersive VR environments: Conceptualization, application, and empirical evaluation",
abstract = "The ability to navigate complex social situations is central for human interaction. Yet, effective trainings in (psychologically) safe environments for the acquisition of widely applicable social skills remain elusive. We suggest enhancing individuals' social skills and their antecedents through virtual reality (VR) to address this gap. Our research seeks to conceptualize, apply, and empirically evaluate a novel framework for social skill acquisition in immersive environments. Using a specifically developed job-interview training, we employ a preregistered 2 × 3 mixed intervention design (N = 114), comparing VR-based vs. chat-based trainings across three measurement waves (before vs. immediately after vs. four months after training). Results show that our VR intervention significantly improved individuals' job-interview self-efficacy and lowered their task-related anxiety. The chat-based intervention had similarly favorable effects. The positive effects on self-efficacy and anxiety from both trainings persisted over four months. The VR training, however, required only 50% of the training time for comparable success, and participants reported a preference for the VR experience—recalling it more vividly and expressing a higher willingness to reengage in similar trainings. Mediation results align with our proposed framework for social skill acquisition in immersive environments and establish VR's effectiveness through key psychological pathways—physiological arousal, as well as cognitive and motivational factors. Our work contributes a conceptual framework to the growing body of literature on learning in VR and empirically highlights that VR trainings can provide an engaging and efficient method for training complex social behaviors in a simulated, safe, standardized, and scalable environment.",
keywords = "Immersive learning, Job interview, Presence, Social skills, Virtual reality, Business psychology, Management studies",
author = "Escher, {Yannik Andrea} and Petrowsky, {Hannes M.} and Friederike Knabbe and Poldi Kuhl and Loschelder, {David D.}",
note = "Publisher Copyright: {\textcopyright} 2025 The Authors",
year = "2025",
month = aug,
day = "12",
doi = "10.1016/j.chbr.2025.100765",
language = "English",
volume = "19",
journal = "Computers in Human Behavior Reports",
issn = "2451-9588",
publisher = "Elsevier B.V.",

}

RIS

TY - JOUR

T1 - A psychological framework for social skill acquisition in immersive VR environments

T2 - Conceptualization, application, and empirical evaluation

AU - Escher, Yannik Andrea

AU - Petrowsky, Hannes M.

AU - Knabbe, Friederike

AU - Kuhl, Poldi

AU - Loschelder, David D.

N1 - Publisher Copyright: © 2025 The Authors

PY - 2025/8/12

Y1 - 2025/8/12

N2 - The ability to navigate complex social situations is central for human interaction. Yet, effective trainings in (psychologically) safe environments for the acquisition of widely applicable social skills remain elusive. We suggest enhancing individuals' social skills and their antecedents through virtual reality (VR) to address this gap. Our research seeks to conceptualize, apply, and empirically evaluate a novel framework for social skill acquisition in immersive environments. Using a specifically developed job-interview training, we employ a preregistered 2 × 3 mixed intervention design (N = 114), comparing VR-based vs. chat-based trainings across three measurement waves (before vs. immediately after vs. four months after training). Results show that our VR intervention significantly improved individuals' job-interview self-efficacy and lowered their task-related anxiety. The chat-based intervention had similarly favorable effects. The positive effects on self-efficacy and anxiety from both trainings persisted over four months. The VR training, however, required only 50% of the training time for comparable success, and participants reported a preference for the VR experience—recalling it more vividly and expressing a higher willingness to reengage in similar trainings. Mediation results align with our proposed framework for social skill acquisition in immersive environments and establish VR's effectiveness through key psychological pathways—physiological arousal, as well as cognitive and motivational factors. Our work contributes a conceptual framework to the growing body of literature on learning in VR and empirically highlights that VR trainings can provide an engaging and efficient method for training complex social behaviors in a simulated, safe, standardized, and scalable environment.

AB - The ability to navigate complex social situations is central for human interaction. Yet, effective trainings in (psychologically) safe environments for the acquisition of widely applicable social skills remain elusive. We suggest enhancing individuals' social skills and their antecedents through virtual reality (VR) to address this gap. Our research seeks to conceptualize, apply, and empirically evaluate a novel framework for social skill acquisition in immersive environments. Using a specifically developed job-interview training, we employ a preregistered 2 × 3 mixed intervention design (N = 114), comparing VR-based vs. chat-based trainings across three measurement waves (before vs. immediately after vs. four months after training). Results show that our VR intervention significantly improved individuals' job-interview self-efficacy and lowered their task-related anxiety. The chat-based intervention had similarly favorable effects. The positive effects on self-efficacy and anxiety from both trainings persisted over four months. The VR training, however, required only 50% of the training time for comparable success, and participants reported a preference for the VR experience—recalling it more vividly and expressing a higher willingness to reengage in similar trainings. Mediation results align with our proposed framework for social skill acquisition in immersive environments and establish VR's effectiveness through key psychological pathways—physiological arousal, as well as cognitive and motivational factors. Our work contributes a conceptual framework to the growing body of literature on learning in VR and empirically highlights that VR trainings can provide an engaging and efficient method for training complex social behaviors in a simulated, safe, standardized, and scalable environment.

KW - Immersive learning

KW - Job interview

KW - Presence

KW - Social skills

KW - Virtual reality

KW - Business psychology

KW - Management studies

UR - http://www.scopus.com/inward/record.url?scp=105012919626&partnerID=8YFLogxK

U2 - 10.1016/j.chbr.2025.100765

DO - 10.1016/j.chbr.2025.100765

M3 - Journal articles

VL - 19

JO - Computers in Human Behavior Reports

JF - Computers in Human Behavior Reports

SN - 2451-9588

M1 - 100765

ER -

DOI