{
  "abstract": "During a game, players experience substantial affective fluctuations, particularly through cognitive appraisal processes, which notably involves self-categorisation process. However, designing a mental training programme using the contextual elements of a game is still a challenge. Moreover, social contexts can be recreated in virtual reality and it has been demonstrated that people tend to have realistic affective and behavioural reactions to it. In this study, we recreated, in virtual reality, one of the key contexts that players can encounter during a rugby game, a try. After an embodiment phase, participants were standing on the field with other avatars representing the other players, surrounded by an audience of virtual supporters. We used different visual and auditory parameters creating two different kinds of social feedback. In the first condition the social feedback was aimed at inducing social identity, in the second condition the social feedback received in the virtual environment was aimed at inducing personal identity. We measured participants’ identity level before and after each condition, using interactive visual analogue scales inside the virtual environment. We also measured levels of presence and embodiment using the same method. Affective states were measured using an interactive adaptation of Russel’s affect grid, inside the virtual environment as well. Our experiment presents an innovative method aimed at inducing and measuring different identity levels in virtual reality.",
  "abstract_shown": true,
  "affiliations": [
    "Arts et Metiers Institute of Technology, Laboratoire d’Ingénierie des Systèmes Physiques Et Numériques, Hautes Ecoles Sorbonne Arts et Métiers Université, Université Bourgogne Europe, Chalon-Sur-Saône, France",
    "Université Bourgogne Europe, Psy-DREPI UR 7458, Centre d’Expertise de la Performance Mentale, Dijon, France",
    "Fédération Française de Rugby, Sport Psychology Department (Pôle PMAS), Marcoussis, France"
  ],
  "article_type": "Research Article",
  "arxiv": null,
  "author_total": 5,
  "authors": [
    {
      "affs": [
        0
      ],
      "name": "Solène Neyret"
    },
    {
      "affs": [
        1
      ],
      "name": "Julien Pellet"
    },
    {
      "affs": [
        2
      ],
      "name": "Julien Ryard"
    },
    {
      "name": "Mickaël Campo"
    },
    {
      "name": "Jean-Rémy Chardonnet"
    }
  ],
  "bibtex": "https://research.draconitic.com/paper/40hgkzcspc57b.bib",
  "cited_by": 0,
  "doi": "10.1371/journal.pone.0359964",
  "fulltext_url": null,
  "id": "40hgkzcspc57b",
  "issns": [
    "1932-6203"
  ],
  "landing_url": "https://doi.org/10.1371/journal.pone.0359964",
  "language": null,
  "licence": "CC-BY-4.0",
  "licence_label": "CC BY 4.0",
  "licence_source": "journal",
  "licence_url": "https://creativecommons.org/licenses/by/4.0/",
  "metadata_licence": null,
  "native_subjects": [
    [
      "openalex",
      "1709|Virtual Reality Applications and Impacts"
    ],
    [
      "plos",
      "/Biology and life sciences/Neuroscience/Cognitive science/Cognitive psychology/Perception/Sensory perception"
    ],
    [
      "plos",
      "/Biology and life sciences/Neuroscience/Cognitive science/Cognitive psychology/Perception/Sensory perception/Vision"
    ],
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      "plos",
      "/Biology and life sciences/Neuroscience/Sensory perception"
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    ],
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      "plos",
      "/Biology and life sciences/Psychology/Cognitive psychology/Perception/Sensory perception/Vision"
    ],
    [
      "plos",
      "/Biology and life sciences/Psychology/Emotions"
    ],
    [
      "plos",
      "/Biology and life sciences/Psychology/Personality"
    ],
    [
      "plos",
      "/Biology and life sciences/Psychology/Social psychology"
    ],
    [
      "plos",
      "/Biology and life sciences/Sports science/Sports"
    ],
    [
      "plos",
      "/Computer and information sciences/Computer architecture/User interfaces/Virtual reality"
    ],
    [
      "plos",
      "/Engineering and technology/Electronics engineering/Computer engineering/Man-computer interface/Virtual reality"
    ],
    [
      "plos",
      "/Social sciences/Psychology/Behavior/Recreation/Games"
    ],
    [
      "plos",
      "/Social sciences/Psychology/Behavior/Recreation/Sports"
    ],
    [
      "plos",
      "/Social sciences/Psychology/Cognitive psychology/Perception/Sensory perception"
    ],
    [
      "plos",
      "/Social sciences/Psychology/Cognitive psychology/Perception/Sensory perception/Vision"
    ],
    [
      "plos",
      "/Social sciences/Psychology/Emotions"
    ],
    [
      "plos",
      "/Social sciences/Psychology/Personality"
    ],
    [
      "plos",
      "/Social sciences/Psychology/Social psychology"
    ]
  ],
  "openalex": "W7220854335",
  "pdf_url": "https://journals.plos.org/plosone/article/file?id=10.1371/journal.pone.0359964&type=printable",
  "pmcid": null,
  "pmid": null,
  "published": "2026-10-07",
  "publisher": "Public Library of Science",
  "ris": "https://research.draconitic.com/paper/40hgkzcspc57b.ris",
  "sources": [
    {
      "first_seen": "2026-10-30T12:17:30Z",
      "native_id": "10.1371/journal.pone.0359964",
      "source": "plos",
      "url": "https://doi.org/10.1371/journal.pone.0359964"
    }
  ],
  "subjects": [
    {
      "field": "biology",
      "origin": "plos:neuroscience",
      "subfield": "neuroscience"
    }
  ],
  "title": "Inducing and measuring identity levels in professional rugby players during immersion in an interactive virtual environment",
  "title_text": "Inducing and measuring identity levels in professional rugby players during immersion in an interactive virtual environment",
  "type": "peer-reviewed",
  "updated_at": "2026-10-30T12:17:30Z",
  "url": "https://research.draconitic.com/paper/40hgkzcspc57b",
  "venue": "PLOS One",
  "versions": []
}