# Behavioural Realism and Its Impact on Virtual Reality Social Interactions Involving Self-Disclosure
## 4 Discussion
### Implications and Future Directions  
The implications of this research apply to many metaverse social VR platforms that aim to improve immersion and engagement during VR social interactions. These platforms should develop and include avatars with high behavioural realism as an option, which can be achieved using motion capture technology to provide users with more realistic and immersive experiences [8; 11; 19]. The study suggests that facial and body motion tracking can lead to more satisfying social interactions for most users. However, the present study illustrates that people have varying preferences for avatar realism, as some people may prefer quite realistic avatars while others might prefer less realistic avatars. Offering personalised options for avatar realism can cater to these preferences.  
In this study, the iClone UNREAL avatar with a high level of behavioural realism was generally preferred by most participants. However, it is necessary to acknowledge that both avatars were rated as fairly enjoyable overall. This suggests that the Vive Sync avatar, with limited motion capture, might be suitable for the purpose of therapy conducted in VR. These findings highlight that the benefits of more realistic avatars need to be weighed against the additional costs and effort when implementing them [51; 59; 60; 74; 84; 85; 86]. For example, in therapeutic contexts, where the goal is to create a comfortable setting for self-disclosure, a simpler avatar, such as the Vive Sync avatar, might still be effective without the need to use sophisticated motion capture. Although a higher level of motion capture can enhance realism and enjoyment ratings, the decision to use realistic avatars for therapy should consider the costs related to more realistic avatars. This includes the availability of resources and the accessibility of VR technology. The decision will also depend on client expectations, as not all individuals benefit from a high level of avatar realism. More research is needed to investigate the potential utility of different types of avatars for actual counselling sessions.  
Current motion capture capabilities are limited in many VR headsets. Full-body motion capture can improve the behavioural realism of avatars, but integrating this technology into accessible VR systems remains a challenge. Therefore, researchers should continue advancing both hardware and software capabilities for more realistic experiences that also accommodate user preferences. Future research should focus on other types of motion capture, such as machine learning solutions that require fewer computer resources to operate and can be integrated into VR headsets [87; 88; 89; 90; 91; 92].  
Future research may benefit from experimental designs with longer interaction times or multiple sessions. For example, investigating the comfort levels of individuals with longer sessions or after weekly sessions over several months may improve our understanding of the longer-term effects of behavioural realism on VR social interactions. A longitudinal study design is best suited for this type of investigation, as it will allow researchers to track the long-term changes in comfort and perception per individual.  
Because the present study suggests that people have varying preferences for the level of behavioural realism in avatars, it also has implications for psychological therapy. Previous studies have suggested that avatars can offer a sense of privacy and anonymity that face-to-face social interactions do not [67; 70; 93]. This is likely attributed to the improvements in privacy offered by avatars that allow users to feel more at ease discussing sensitive topics. Continuing investigations into other possible benefits of using avatars for VR social interactions may help to improve its appeal and adoption for contexts such as therapy [70; 71; 73; 74; 93].