Avatars in Mental Health: Psychotherapists’ Attitudes Towards Avatar Technology and Factors Influencing Adoption
Abstract
1. Introduction
1.1. Avatars
1.2. Avatars in Clinical Psychology
2. Materials and Methods
2.1. Participants
2.2. Instruments
2.2.1. Technology Acceptance Model (TAM) Questionnaire
2.2.2. Clinical Scenario Vignettes
2.2.3. Digital Competence Scale (DCS)
2.3. Procedures
2.4. Ethical Considerations
2.5. Data Analysis
2.6. Factor Analysis
3. Results
3.1. Regression Analyses
3.2. Repeated-Measures ANOVAs
3.3. Mixed-Design ANOVAs: Therapeutic Orientation and Online Therapy Experience
4. Discussion
Limitations
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
| TAM | Technology Acceptance Model |
| PU | Perceived Usefulness |
| PEU | Perceived Ease of Use |
| CBT | Cognitive-Behavioral Therapy |
Appendix A
|
| Potential Applications of Customizable Avatars in Psychotherapy | Original Vignettes in Italian | Vignettes Translated into English |
|---|---|---|
| Assessment | La ricerca mostra che le persone creano avatar per rappresentare aspetti della propria identità e/o in funzione delle proprie intenzioni nei confronti dell’ambiente virtuale. È dimostrato che caratteristiche degli avatar, così come gli atteggiamenti che le persone riportano verso gli avatar che loro stesse hanno creato, si associano significativamente a stati clinicamente significativi, come ansia e depressione. Si ritiene possibile utilizzare questa tecnologia come strumento aggiuntivo di assessment psicologico, per aiutare i pazienti a far emergere aspetti importanti della rappresentazione di sè. Uno psicoterapeuta può analizzare il risultato finale della creazione di uno o più avatar (in modo più o meno proiettivo o quantitativo), e/o accompagnare il paziente nel processo di creazione dell’avatar come stimolo per far emergere le sue rappresentazioni. Cosa pensi di questa tecnologia? | Research shows that people create avatars to represent aspects of their identity and/or according to their intentions within the virtual environment. It has been demonstrated that avatar characteristics, as well as the attitudes people report toward the avatars they have created, are significantly associated with clinically relevant states such as anxiety and depression. This technology is considered potentially useful as an additional tool for psychological assessment, helping patients to bring out important aspects of their self-representation. A psychotherapist can analyze the final outcome of creating one or more avatars (in a more or less projective or quantitative way), and/or accompany the patient through the process of avatar creation as a stimulus to elicit their representations. What do you think about this technology? |
| Training/formation | La formazione in psicoterapia beneficia sempre più di strumenti innovativi, tra cui simulazioni e ambienti virtuali immersivi, che consentono ai terapeuti in formazione di esercitare le proprie abilità diagnostiche e relazionali in modo sicuro, standardizzato e ripetibile. In questo contesto, l’utilizzo di avatar personalizzabili con caratteristiche psicologiche predefinite può rappresentare uno strumento particolarmente utile. Ad esempio, un formatore potrebbe creare una serie di avatar che incarnano varie tipologie di pazienti virtuali, ciascuno con tratti, sintomi e pattern relazionali specifici (ad esempio: un avatar con evidenti sintomi ansioso-depressivi…). I terapeuti in formazione avrebbero così la possibilità di “incontrare” e sperimentarsi nell’interazione con diverse tipologie di pazienti. Attraverso questo processo, i futuri terapeuti possono imparare a formulare ipotesi diagnostiche e sviluppare piani di intervento. In sintesi, gli avatar diventano una sorta di “paziente virtuale” utile come palestra formativa. Cosa pensi di questa tecnologia? | Psychotherapy training increasingly benefits from innovative tools, including simulations and immersive virtual environments, which allow trainee therapists to practice their diagnostic and relational skills in a safe, standardized, and repeatable way. In this context, the use of customizable avatars with predefined psychological characteristics can represent a particularly useful tool. For example, a trainer could create a series of avatars that embody different types of virtual patients, each with specific traits, symptoms, and relational patterns (e.g., an avatar with evident anxiety-depressive symptoms…). In this way, trainee therapists would have the opportunity to ‘meet’ and practice interacting with various types of patients. Through this process, future therapists can learn to formulate diagnostic hypotheses and develop intervention plans. In short, avatars become a kind of ‘virtual patient’ that serves as a valuable training ground. What do you think about this technology? |
| Therapeutic intervention | La ricerca mostra come le caratteristiche dell’avatar possano influenzare la percezione di sé e il comportamento dell’individuo che lo utilizza: per esempio, l’utilizzo di avatar alti rende gli utenti più dominanti e aggressivi, così come l’utilizzo di avatar attraenti rende più aperti e socievoli. Studi mostrano anche che i cambiamenti appresi nell’ambiente virtuale attraverso l’uso di avatar si estendono nell’ambiente reale. In un contesto terapeutico, questa tecnologia può essere sfruttata per promuovere il cambiamento psicologico desiderato. Ad esempio un paziente potrebbe utilizzare avatar forniti dl terapeuta per raggiungere obbiettivi clinici (ad esempio: maggiore sicurezza in sé, minore ansia sociale, maggiore assertività o resilienza). Tale esperienza virtuale garantita dalla tecnologia potrebbe promuovere l’interiorizzazione di nuovi schemi comportamentali, emozionali o di coping. Cosa pensi di questa tecnologia? | Research shows how avatar characteristics can influence self-perception and the behavior of the individual using them: for example, using tall avatars makes users more dominant and aggressive, while using attractive avatars makes them more open and sociable. Studies also show that changes learned in the virtual environment through the use of avatars extend into the real environment. In a therapeutic context, this technology can be leveraged to promote the desired psychological change. For instance, a patient could use avatars provided by the therapist to achieve clinical goals (e.g., greater self-confidence, reduced social anxiety, increased assertiveness, or resilience). Such a virtual experience enabled by technology could foster the internalization of new behavioral, emotional, or coping patterns. What do you think about this technology? |
| Italian Version | English Version |
|---|---|
| Un avatar può essere definito come una rappresentazione digitale di una persona, creata per interagire in ambienti virtuali o digitali. Gli avatar non si limitano a essere una replica fisica di chi li utilizza, ma spesso si configurano come una forma di espressione della propria identità, delle proprie aspirazioni o persino delle proprie fantasie. L’avatar può riflettere caratteristiche personali, preferenze o aspetti immaginari che l’individuo desidera esplorare. L’avatar, in quanto rappresentazione digitale e personalizzabile del sé, introduce nuove opportunità che vanno oltre i limiti delle tecniche tradizionali, permettendo una personalizzazione complessa, offrendo una gamma più ampia di possibilità espressive rispetto a un semplice disegno, infatti, gli individui possono scegliere dettagli estetici, comportamentali e simbolici che riflettono in modo più autentico il loro vissuto. | An avatar can be defined as a digital representation of a person, created to interact in virtual or digital environments. Avatars are not limited to being a physical replica of their user; rather, they often serve as a form of expression of one’s identity, aspirations, or even fantasies. An avatar can reflect personal characteristics, preferences, or imaginary aspects that the individual wishes to explore. As a customizable digital representation of the self, the avatar introduces new opportunities that go beyond the limits of traditional techniques, enabling complex personalization and offering a broader range of expressive possibilities compared to a simple drawing. Indeed, individuals can choose aesthetic, behavioral, and symbolic details that more authentically reflect their lived experience. |
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| Variables | Factor 1 (PU) | Factor 2 (PEU) |
|---|---|---|
| Assessment PU1: Using this technology would improve my performance in doing my job | 0.896 | 0.168 |
| Assessment PU2: Using this technology in my job would increase my productivity | 0.941 | 0.102 |
| Assessment PU3: Using the technology would increase my effectiveness in my job | 0.942 | 0.100 |
| Assessment PU4: I think this technology would be useful in my work | 0.926 | 0.129 |
| Assessment PEU1: Learning how to use the technology would be easy for me | 0.068 | 0.943 |
| Assessment PEU2: I would find it easy to make the technology do what I want it to do | 0.195 | 0.899 |
| Assessment PEU3: It would be easy for me to become proficient in using this technology | 0.165 | 0.928 |
| Assessment PEU4: I think the described technology would be easy to use | 0.079 | 0.939 |
| Treatment PU1 | 0.928 | 0.176 |
| Treatment PU2 | 0.944 | 0.113 |
| Treatment PU3 | 0.878 | 0.273 |
| Treatment PU4 | 0.866 | 0.304 |
| Treatment PEU1 | 0.139 | 0.890 |
| Treatment PEU2 | 0.335 | 0.767 |
| Treatment PEU3 | 0.178 | 0.916 |
| Treatment PEU4 | 0.200 | 0.932 |
| Training PU1 | 0.895 | 0.172 |
| Training PU2 | 0.936 | 0.056 |
| Training PU3 | 0.963 | 0.102 |
| Training PU4 | 0.892 | 0.295 |
| Training PEU1 | 0.086 | 0.882 |
| Training PEU2 | 0.205 | 0.858 |
| Training PEU3 | 0.120 | 0.926 |
| Training PEU4 | 0.155 | 0.852 |
| Variables | β | t | p |
|---|---|---|---|
| Avatar for Assessment F = 79.59, p < 0.001, R2 = 0.71 | |||
| PU (Perceived Utility) | 0.836 | 11.921 | <0.001 |
| PEU (Perceived Ease of Use) | 0.054 | 0.773 | 0.442 |
| Avatars for Treatment F = 71.61, p < 0.001, R2 = 0.71 | |||
| PU (Perceived Utility) | 0.856 | 10.763 | <0.001 |
| PEU (Perceived Ease of Use) | −0.022 | −0.275 | 0.784 |
| Avatars for Training F = 85.19, p < 0.001, R2 = 0.75 | |||
| PU (Perceived Utility) | 0.867 | 12.315 | <0.001 |
| PEU (Perceived Ease of Use) | 0.008 | 0.107 | 0.915 |
| Outcome variable: Intention to use | |||
| Variables | Assessment (Mean, SD) | Treatment (Mean, SD) | Training (Mean, SD) |
|---|---|---|---|
| Perceived Utility N = 45, F(2, 88) = 2.033, p = 0.137 | 3.5, 1.5 | 3.4, 1.5 | 3.7, 1.6 |
| Perceived Ease of use * N = 45, F(2, 88) = 3.668, p = 0.029 | 4.6, 1.5 | 4.4, 1.6 | 4.7, 1.4 |
| Intention-to-Use N = 45, F(2, 88) = 0.407, p = 0.667 | 3.2, 1.7 | 3.1, 1.7 | 3.2, 1.7 |
| Variables | Assessment (Mean, SD) | Treatment (Mean, SD) | Training (Mean, SD) |
|---|---|---|---|
| Perceived usefulness N = 39, F(2, 76) = 3.055, p = 0.053, η2 = 0.074 | |||
| Cognitive Orientation | 3.36, 1.42 | 3.63, 1.48 | 3.99, 1.53 |
| Other Orientation | 3.45, 1.65 | 3.10, 1.53 | 3.33, 1.66 |
| Perceived ease of use N = 39, F(2, 76) = 3.626, p = 0.031, η2 = 0.089 | |||
| Cognitive Orientation | 4.88, 1.49 | 4.67, 1.65 | 5.13, 1.46 |
| Other Orientation | 4.45, 1.78 | 4.07, 1.76 | 4.40, 1.55 |
| Intention to use N = 39, F(2, 76) = 0.20, p = 0.819, η2 = 0.005 | |||
| Cognitive Orientation | 3.21, 1.62 | 3.05, 1.72 | 3.21, 1.72 |
| Other Orientation | 3.14, 1.82 | 2.90, 1.70 | 2.86, 1.59 |
| Variables | Assessment (Mean, SD) | Treatment (Mean, SD) | Training (Mean, SD) |
|---|---|---|---|
| Perceived usefulness N = 39, F(2, 74) = 0.34, p = 0.966, η2 = 0.040 | |||
| Online experience | 2.8, 1.3 | 2.7, 1.4 | 3.1, 1.5 |
| No online experience | 3.9, 1.5 | 3.8, 1.4 | 4.1, 1.5 |
| Perceived Ease of use * N = 39, F(2, 74) = 3.626, p = 0.031, η2 = 0.089 | |||
| Online experience | 4.6, 1.7 | 4.0, 1.9 | 4.8, 1.5 |
| No online experience | 4.7, 1.6 | 4.6, 1.4 | 4.7, 1.5 |
| Intention-to-Use N = 39, F(2, 76) = 0.47, p = 0.954, η2 = 0.001 | |||
| Online experience | 2.7, 1.6 | 2.6, 1.6 | 2.7, 1.8 |
| No online experience | 3.4, 1.6 | 3.2, 1.7 | 3.2, 1.5 |
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Ciarmoli, D.; Gennaro, A.; Lecce, F.; Reho, M.; Triberti, S. Avatars in Mental Health: Psychotherapists’ Attitudes Towards Avatar Technology and Factors Influencing Adoption. Eur. J. Investig. Health Psychol. Educ. 2025, 15, 256. https://doi.org/10.3390/ejihpe15120256
Ciarmoli D, Gennaro A, Lecce F, Reho M, Triberti S. Avatars in Mental Health: Psychotherapists’ Attitudes Towards Avatar Technology and Factors Influencing Adoption. European Journal of Investigation in Health, Psychology and Education. 2025; 15(12):256. https://doi.org/10.3390/ejihpe15120256
Chicago/Turabian StyleCiarmoli, Donatella, Alessandro Gennaro, Francesca Lecce, Matteo Reho, and Stefano Triberti. 2025. "Avatars in Mental Health: Psychotherapists’ Attitudes Towards Avatar Technology and Factors Influencing Adoption" European Journal of Investigation in Health, Psychology and Education 15, no. 12: 256. https://doi.org/10.3390/ejihpe15120256
APA StyleCiarmoli, D., Gennaro, A., Lecce, F., Reho, M., & Triberti, S. (2025). Avatars in Mental Health: Psychotherapists’ Attitudes Towards Avatar Technology and Factors Influencing Adoption. European Journal of Investigation in Health, Psychology and Education, 15(12), 256. https://doi.org/10.3390/ejihpe15120256

