Author Identifier

Alan Fraser

http://orcid.org/0000-0002-2687-8968

Date of Award

2024

Document Type

Thesis

Publisher

Edith Cowan University

Degree Name

Doctor of Philosophy

School

School of Arts and Humanities

First Supervisor

Shane Rogers

Second Supervisor

Ross Hollett

Third Supervisor

Craig Speelman

Abstract

In this thesis, I investigate using realistic avatars in virtual reality (VR) for self-disclosure contexts that resemble a therapeutic context. The primary focus is understanding how motion-captured avatars, with varying levels of behavioural realism and human resemblance, can influence user ratings of comfort and enjoyment. VR offers a unique experience, unlike other forms of computer-mediated communication (CMC), by providing an immersive environment where users interact through avatars. Existing literature has explored avatar realism’s influence on social interactions, but research on self-disclosure contexts resembling therapeutic settings is lacking. This gap highlights a need for further investigation into the psychological impacts of realistic avatars when disclosing personal information in VR.

The literature review explores our understanding of CMC and nonverbal cues. It critically examines the limitations and strengths of existing research, including a focus on static or non-interactive contexts. A general consensus reveals that while higher levels of avatar realism can provide more nonverbal cues to enhance engagement, there remains a risk of appearing uncanny, whereas avatars that are too lifelike may promote feelings of unease. The review highlights the potential benefits and limitations of using avatars for therapeutic applications, emphasising the importance of my studies in laying the groundwork for research on VR’s utility in therapy.

The first study examines how varying levels of facial and body expressiveness influence perceptions of realism and interaction quality. The second investigates how different levels of human resemblance, from cartoons to realistic human avatars, affect perceived realism and enjoyment during self-disclosure. The final study explores the impact of varying levels of behavioural realism provided by two types of avatars from different social VR applications, aiming to determine if commercially available platforms may benefit from higher behavioural realism for self-disclosure.

The implications of this research are particularly relevant to therapeutic applications in CMC. My findings suggest that using realistic, motion-captured avatars in therapeutic settings could enhance effectiveness by improving comfort and promoting self-disclosure. Therapists can reduce discomfort or the risk of an uncanny appearance by adapting avatar realism and human resemblance to suit individual client preferences. This thesis highlights VR’s potential as a flexible alternative for therapy that retains some face-to-face therapy benefits that are absent in other types of CMC. Adopting VR for therapy can help improve accessibility while meeting the diverse needs of each client.

DOI

10.25958/snjr-7p96

Access Note

Access to this thesis is embargoed until 15th January 2026

Available for download on Thursday, January 15, 2026

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