ORIGINAL RESEARCH article

Front. Virtual Real., 08 July 2026

Sec. Virtual Reality and Human Behaviour

Volume 7 - 2026 | https://doi.org/10.3389/frvir.2026.1875308

Understanding how loneliness relates to user behavior in an interactive virtual reality cafe

  • Terascale All-Sensing Research Studio, Computer Science and Engineering, Wright State University, Dayton, OH, United States

Abstract

Loneliness is a growing concern among young adults. Though loneliness is distinct from social isolation, studies indicate that causes can stem from diminishment in the parameters of social contact that underlie isolation. In this work, we analyze how pre-existing levels of loneliness for Generation Z adults relate to behavior, choices made, and frustration levels in response to wait times in a visually realistic virtual reality (VR)-based representation of a cafe, an environment involving social interactions and providing services to meet basic needs such as getting food. We conduct an experiment in which participants experience a VR cafe environment where they interact with a non-playable character representing a maître d’ and go through a selection of dining preferences and a selection on a digital menu. We introduce delay times to our virtual interaction as conditions in four randomized trials. We analyze data from a pilot study with 35 participants who completed all four trials of our experiment, providing raw positional data, as well as standardized surveys for measuring loneliness and frustration. Our results show participants self-identifying as female or Asian report ‘Moderate’ or higher categories of loneliness on the Revised UCLA-20 scale. Participants in the ‘Moderate’ or higher category had higher average frustration on the Frustration Discomfort Scale. Participants in the ‘Low’ category for loneliness were more likely to opt for a dine-in experience when there were no delays with the maître d’, while a higher percentage of participants in the ‘Moderate’ or higher category opted to exit when there were delays. In delayed scenarios, a higher percentage of participants in the ‘Moderate’ or higher category chose a non-table option after choosing to dine in. Our results indicate that loneliness may be associated with variations in individual behavior in social scenarios. Our findings enable informing future work on creating environments to assist individuals with overcoming the adverse effects of loneliness and frustration.

1 Introduction

Loneliness is a growing concern among young adults. Generation-Z or Gen-Z, the generation of adults that are in the age group 13–28 as of the time of this article, has been noted to be the loneliest generation (; Victor and Yang, 2013; Shovestul et al., 2020; ). Though the relationship between the subjective experience of loneliness and social isolation, i.e., the objective evaluation of diminished social contact is complex (), several studies note an inverse relationship (; ; ; ; ), suggesting that social isolation is a risk factor for loneliness (Twenge et al., 2019; ). Lockdown measures during the COVID-19 pandemic formed one form of external social isolation that generated loneliness and heightened loneliness trajectories among young adults (; ; ). In interviews and self-reports, young adults frequently cite broader parameters of social isolation, e.g., presence of, quantity, and quality of social relationships, childhood exclusion, or “fake” portrayals of realities on social media (; ; Sundqvist and Hemberg, 2021; ) as causing them to feel lonely, so that young adults today are at risk of long-term loneliness especially when the quality of social ties is weak (). Among young adults, loneliness is associated with negative states such as social anxiety (; ; ), and higher depressive symptom scores, difficulties with regulating emotion, and higher risk of social isolation ().

Young adults in university settings who report being lonely have been found to be more likely to perform activities such as eating dinner alone (). Such activities are often conducted in a social setting on college campuses. Unfortunately, to the best of our analysis, work on evaluating how young adults who feel lonely or isolated behave in real world social settings is lacking. Work exists on understanding loneliness and its relationship to social media usage as systematically reviewed in O’Day and Heimberg (), with some studies showing that loneliness may predict social media usage. However, by its nature the work addresses behavior in online environments, to which young adults may turn if they perceive that the quality of their physical social networks is diminished. In this work we use virtual reality (VR) to provide a first-of-its-kind analysis of the behaviors of young adults reporting various levels of loneliness in a visually realistic VR-based representation of a cafe. We use a VR-based representation of a cafe as the real-world counterpart is an environment where individuals go to have social interactions as well as to have basic needs met, such as getting food. We use VR as it provides a scalable mechanism to study user behavior while tuning for variables such as wait time from the maître d’, seating layout, and table choices. The use of VR to investigate loneliness among young adults has been limited and targeted to how users participate in gameplay or online social platforms (; ; ), rather than using it as a tool to understand how loneliness relates to behavior in visually realistic virtual representations of real world social environments such as our VR cafe.

We hypothesize that individuals who show higher loneliness scores on a standardized scale, such as the Revised UCLA-20 (), are likely to engage in behaviors representative of social withdrawal, which in our case represents opting for take-out over dine-in or exiting if wait times in the social setting are long. Social withdrawal is characterized as the tendency to eschew social contact due to low confidence in ability to establish social relationships, and has been found to be related to loneliness Watson and Nesdale (2012). Informed by prior findings that individuals reporting lonely may have difficulty with emotion regulation , we also hypothesize that they may show higher levels of frustration. We perform our analysis by collecting a dataset of 35 participants interacting in our immersive VR cafe called Flavor and Vine, as shown in Figure 1. Within our cafe, participants can choose between dining in or take out for their meal. Our cafe consists of four non-playable characters (NPCs), with one interactive maître d’ NPC who guides the participant through the dining experience and three customer NPCs already seated in the cafe. Typical cafe sounds, including ambient music, background conversation, and the clacking of utensils and plates are added to enable a sense of realism within the environment. During the interaction, a participant is presented with four randomized scenarios, or treatments, with either no delay or a 3-min delay in engaging with the maître d’ and after making the menu selection.

FIGURE 1

The goal of our study is to acquire subjective experience of loneliness from a user-centric perspective. We collect the subjective loneliness experience being informed by studies that survey loneliness (; ; ; ) in order to garner impact of social isolation, which is an objective measure of social contact. We are also interested in measuring participant mental state in terms of frustration. Frustration intolerance has been found to predict existential loneliness (). We collect interaction-oriented frustration measures to understand the relationship between loneliness and frustration when there exist deficiencies in the meeting of specific goals, such as provision of service or arrival of food on time. Prior studies demonstrate an association between social anxiety and loneliness (; Vanhalst et al., 2013; ; ; Teo et al., 2013), and have collected social anxiety and loneliness measures in VR environments (). Though we do not explicitly study social anxiety in this work, we have collected measures of social anxiety to support future investigation of the relationship between social anxiety, loneliness, and user choices. Prior to immersion, we collect loneliness, frustration intolerance, and social anxiety severity, and current anxiety levels using the Revised UCLA-20 (), Frustration Discomfort Scale (FDS) (), Social Phobia Inventory (SPIN) (), and State Trait Anxiety Inventory (STAI) (Speilberger et al., 1983) respectively. During the study, after each treatment, we ask participants to rate sense of isolation, frustration due to the delay, and anxiety. We measure isolation rather than loneliness as a more direct mechanism for the individual to assess social contact. We also ask participants to rate perception of proximity of other patrons, noise level, and the likelihood of making a similar choice in the real world. After completing the four treatments, we measure workload using NASA Task Load Index (), usability using the System Usability Scale (), virtual reality sickness (), and re-apply the FDS to assess any post study changes in frustration and discomfort.

We observe significant differences in frustration across the four treatments when there is a service delay, and that participants with moderate or higher loneliness show higher frustration. Participants with lower loneliness levels were more likely to opt for dining in. Participants with moderate or higher loneliness levels opt to exit if the maître d’ introduces delay. More participants with moderate or higher loneliness scores opt for no standing table if choosing dining in, than lower loneliness. These baseline findings in our study indicate the potential for the use of VR representations of real world environments to perform extended investigations of loneliness, and provision of interventions that can be tailored to help counter the adverse health effects of loneliness.

2 Related work

2.1 Loneliness and social isolation

Our work focuses on young adults largely from Generation Z (Gen-Z), noted to be the loneliest generation (; ). Though loneliness has been variously defined in the literature (), the common identifiable thread among definitions is that loneliness is characterized as a subjective psychological experience of having deficiencies in the number or quality of social ties than desired by the individual (; ; ), making it distinct from physical isolation (). Loneliness is considered distinct from social isolation, characterized as an umbrella term that encompasses the objective assessment of the quantity (structural component) and quality (functional component) of social relationships (; Teo et al., 2013), and includes definitions such as social disconnectedness or lack of social ties (; ) and low strength of relationships (). Social isolation may be induced by factors external to the individual who may want to make contact but cannot (; ), as occurred when lockdown measures were in place during the COVID-19 pandemic, However, social isolation may also occur due to internal factors (Teo et al., 2013).

Despite their distinction, the study of the impact of social isolation is often done by surveying individuals on their perceptions of loneliness (; ; ; ) in order to evaluate their subjective experience. Findings from studies demonstrate a complex relationship between loneliness and social contact (). Some studies report an inverse relationship between loneliness and the number of casual and intimate friends, presence of romantic or marital partner, length of intimate relationships, recency of change in relationship, frequency of contact, and size of support network (; ; ; ; ). Others fail to find significant relationships (; ; ; ), though most of these address older adults (; ; ), whose influencing factors differ from those of the younger adult population considered in the present work. Among college students, loneliness has been found to be correlated to participants reporting that they more frequently perform activities considered social on their own (; ). Such activities include dining (; ), the scenario considered in our work. Even when a strong correlation is not found (), perceived isolation and social disconnectedness have been found to be associated with poorer health (; ), indicating value to collecting loneliness measures to address adverse health impacts. Loneliness has been found to have associations with social anxiety among young adults and adolescents (; Vanhalst et al., 2013; ; ), as well as showing higher depressive symptom scores, and more difficulties with emotion regulation (). Reports from young adults, garnered either through interviews (Sundqvist and Hemberg, 2021; ; ) or through evaluations of user-created videos with loneliness themes () demonstrate that prevalent causes of loneliness include being disconnected, being unable to express themselves even when surrounded by people or be understood, and lack of face-to-face communication (), lack of quality relationships or non-existence of relationships (), isolation (Sundqvist and Hemberg, 2021), and exclusion () showing that several user-expressed reasons for loneliness stem from diminishment in social contact. Similar to prior research (; ; ; ), our study uses loneliness measures to evaluate self-perceptions of social relationships.

2.2 Study of loneliness and social isolation in online environments and virtual reality

In the context of analyzing young adult behavior in online environments, most work lies in the area of online video game play. As discussed in the systematic review of , relationships are complex and findings are mixed. Zhou and Leung (2012) find for individuals aged 18–22, loneliness is a predictor of addiction to gaming social networking sites. find among university students with 77.6% of participants aged 18–23 that loneliness and social anxiety are associated with digital game addiction. Though do not find an association between online video game play and loneliness among individuals aged 14–18 or 40+, they do find a significant association among individuals aged 19–39 (though subsequent path analysis did not reveal predictive relationships). find using the UCLA loneliness scale and the SPIN scale that among World of Warcraft players aged 13–50 (mean 21), loneliness and social anxiety are found to be lower in online worlds than in real worlds. show using data from individuals aged 18–66 (mean 30.7, SD 7.7) playing World of Warcraft, that while harmonious passion (i.e., a balanced relationship with the beloved activity) decreases loneliness measured on the revised UCLA scale (), obsessive passion (i.e., inflexible persistence toward the activity) is associated with higher loneliness. Unfortunately, an analysis over finer age bins is not provided in the works of or to quantify the relationship among younger adults. For several studies, significant relationships between video game play and loneliness are not observed (Visser et al., 2013; Yang and Liu, 2017; Verheijen et al., 2019). Among more recent studies, find among online video game players aged 18–62 (mean 25.22, SD 6.68) that loneliness is a predictor of adverse gaming outcomes. Studies also investigate young adult involvement in virtual social networks. The study of Hernández Camblor and Moral Jiménez, 2024 shows that among Spanish adults aged 18–40 (mean 26.33, SD 5.91), higher levels of loneliness are associated with greater virtual social netHernández Camblor and Moral Jiménez, 2024 work use, with Instagram being the highest used. All these studies involve interactions in traditionally desktop and mobile environments rather than VR.

Though VR has been explored as a tool to address isolation, the work is largely targeted toward older adults. Among older adults, immersive VR has been found to reduce loneliness (), generate perceptions of ‘being with others’ in virtual tourism settings (), generate high levels of engagement (), and provide promise to promote wellbeing (Veldmeijer et al., 2020). Studies investigating young adult connectedness in social VR appear to be limited. report results from interviews with 20 individuals aged 13–18 to discover why teenagers are attracted to social VR. They find that entry points appear to be introduction to social VR through video streaming sites and offline friends, low barrier to entry for free games, unstructured mixed socializing and gaming interactions, and opportunities to engage in alternative activities such as crafting. The work of compares participant ratings of loneliness on the UCLA-20 scale () and social anxiety on the Social Phobia Inventory (SPIN) () scale for participants socializing during the COVID-19 pandemic within Microsoft’s Altspace VR platform during the lockdown period. Altspace VR, though now defunct, was an environment intended to enable users to interact in virtual spaces through avatars. The questionnaires were administered directly in a research space hosted within Altspace VR. Participants were distributed nearly evenly across the age spectrum between 18 and 65, and 3 participants were 66+. The authors found support for the hypotheses that lower levels of loneliness and social anxiety are reported by participants for being in the social VR platform than in the real world, by participants who have a friend group in the environment than not, and by participants who spend more time in Altspace VR. A breakdown by age bins is not provided in the study. The study of surveys participants aged 15–41 (mean 28.8, SD 8.89) playing one or both of the metaverse games Roblox and Zepeto to measure, among other variables, level of engagement in supportive interaction behaviors in the metaverse, social self-efficacy, and reported loneliness using 3 questions from the short scale of . Interestingly, though they find a negative relationship between social self-efficacy and loneliness, they find a significant positive relationship between supportive interaction behaviors and loneliness. Their study indicates that for their evaluated participants, the more confident people were in their own social skills, the less lonely they felt, whereas the more they engaged in supportive interaction, the more loneliness they experienced in daily life. find no significant difference in pre- and post-intervention UCLA-20 loneliness scores when 8 adolescent participants (mean age 16.6, SD 1.8) with disabilities recruited to interact with the online virtual platform VRChat.

In all studies discussed in prior paragraphs involving young adults engaging in online interactions, a key characteristic remains that surveys of loneliness are done by recruiting participants who are already engaged in online game play or social interaction environments. To the best of our knowledge, studies are lacking that investigate how new environments can assist young adults with overcoming the negative impacts of social isolation and perceptions of loneliness—particularly environments such as our VR cafe, that simulate real world environments where social interactions occur and where users go to have needs met such as picking up food. In providing a VR cafe platform through which investigations of loneliness can be made to inform interventions for loneliness, our study can be contextualized within studies that use VR for cognitive behavioral therapy (CBT). Exposure treatment through VR has been found to be promising when used to address social phobias and social anxiety (; ). CBT has been shown to have promise in being effective to reduce loneliness among young adults (), making the proposed VR environment valuable to assist individuals with overcoming the adverse effects of loneliness and social isolation.

3 Materials and methods

3.1 Flavor and vine: an interactive VR cafe

We design Flavor and Vine, a VR cafe, in Unity 6000.0.53f1 to simulate multi-person environments where the user is likely to be involved in inter-personal interactions that can be triggers for social anxiety as shown in Figure 2. Our VR cafe consists of an entryway, a waiting area, and a dining area. The entryway is decorated with a red carpet that guides the participant to the maître d’ podium and a wooden menu board display. The waiting area is decorated with a banquette and a digital tablet representing a take-out menu. The dining area consists of 5 sitting tables with chairs and 3 standing tables in a row with standing Table 1 closest to the entrance and standing Table 2, farthest, from the perspective of the participant. The dining area expands past standing Table 2 to a bar counter with stools and a rope stanchion to set a boundary in our scene. This not only keeps participants safe in our physical environment, but also aids in creating the illusion that the VR cafe is larger and more populated even if not visible to the participant. All tables are decorated with interactable white flower vases, table numbers, and condiments, with the exception of standing tables, which are equipped with a digital tablet displaying the menu items for the day. We limit the menu items on display to two selections to not create unnecessary distractions for the participant, being careful to list a broad range of food items that accommodate various dietary preferences. Reserved signs are placed only on the sitting tables that do not have seated NPCs to fit the narration that only standing tables are available for dining, conveyed by the maître d’ NPC to the participant. The walls of the dining area are decorated with framed photographs depicting themes of an urban cafe, which matches the external landscape, visible through the entrance windows of the cafe, and the metallic ceiling vents. The entrance corners of the cafe are decorated with green potted plants with the farthest corners of the cafe being decorated with utility carts and wine shelves.

FIGURE 2

TABLE 1

DemographicSummary
Total participants35
Age (numeric)Average: 24.8 (Min: 19, Max: 53, SD: 5.50)
Self-identified genderFemale: 9; Male: 26; Other: 0
Ethnicity (select one)Hispanic or Latino: 3; Not Hispanic or Latino: 32
Race (multi-choice)American Indian or Alaska Native: 1,Asian: 18; Black or African American: 0; Native Hawaiian or Other Pacific Islander: 0; White: 15; Two or more Races: 1
Education level (select one)High School or Equivalent: 9; Associates Degree (e.g. AA or AS): 3; Bachelor’s Degree (e.g. BA or BS): 17; Master’s Degree (e.g. MA, MS, MEng): 5; Doctorate or Professional Degree (e.g. PhD, EdD, JD, MD, DDS): 0; Other: 1
Education level (text box)Technical certificate: 1
Do you wear glassesNo: 19; Yes: 16
Do you wear contactsNo: 29; Yes: 6
How often do you use a VR device (select one)Always: 0; Often: 1; Sometimes: 4; Rarely: 9; Never: 21
Do you own a VR deviceNo: 28; Yes: 7
How frequently do you use take-out services (select one)Always: 1; Often: 9; Sometimes: 18; Rarely: 6; Never: 1
How frequently do you use dine-in services (select one)Always: 0; Often: 13; Sometimes: 17; Rarely: 5; Never: 0
Which of the following do you most often choose? (select one)Dine in: 12; Take out: 13; No preference: 10

Demographics questions and responses from the 35 participants who took part in our study.

TABLE 2

TreatmentDelayIsolationAnxiety
000330330003303300033033
Low1.132.002.532.671.332.402.272.071.472.002.071.93
Moderate+1.502.402.902.601.552.002.302.301.551.852.002.10
Average1.342.232.742.631.462.172.292.201.511.912.032.03

Average participant frustration due to delay in service, isolation, and anxiousness.

Low represents the ‘Low’ category for the UCLA-20 loneliness scale, while ‘Moderate+’ combines the ‘Moderate’ and ‘Moderate High’ categories.

3.1.1 Non-playable characters (NPCs)

We create a total of four NPCs using Reallusion’s Character Creator 4 and animated using iClone 8. Our sole interactive NPC who engages with the participant is the maître d’ NPC. The maître d’ NPC is attired in a white shirt, black pants, and apron and stands behind the welcome podium facing the participant. We also create three non-interactive NPCs, i.e., ones that do not actively engage with the participant, to represent the other customers in our cafe. Two seated customer NPCs are placed to the right of standing Table 2 in our scene and another seated customer NPC is placed to the left of standing Table 2 on a stool in front of the bar counter. In Figure 3, we show the four NPCs in our VR cafe.

FIGURE 3

3.1.2 Sounds

To match the visual realism in our environment, we integrate verbal and non-verbal sounds to facilitate a sense of presence for the participant. We generate audio sources using ElevenLabs’ Multilingual v2 for our interactive maître d’ NPC, non-interactive seated NPC, background ambient music, and other typical noises such as cutlery sounds found in a cafe setting.

  • Verbal: The maître d’ NPC initiates a dialogue with the participant by asking ‘Hello, welcome to Flavor and Vine. Would you like to dine in or take out?’ followed by a series of questions that one expects of a maître d’ in a cafe. In the case of a 3-min wait time, the maître d’ NPC will initially tell the participant ‘I will be with you shortly.’ before initiating the main greeting after the wait time has been completed. The voice of the maître d’ NPC was generated using the voice model ‘Anna D.’ with voice ID ‘0VPW6YsfGkzxile59Ueo’. We also generate a voice for the non-interactive seated NPC to create a seemingly realistic conversation among the customers in the cafe. One such line from the conversation is ‘By the way, how is your deal at the office going?’ can be heard by the participant only if they come within a certain distance of the two seated NPCs. The voice model used is ‘Cassidy’ with voice ID ‘56AoDkrOh6qfVPDXZ7Pt’.

  • Non-verbal: Throughout the simulation, we enable background sounds such as ambient music, clacking of utensils and plates, pouring of glasses, and distant crowd conversations. The ambient music of choice has elements of a jazz piano tune without lyrics to avoid distractions for the participant. Jazz is a common genre choice for venues such as cafes (Sonos Pro Editorial Team, 2026; ). By adding the audio of utensils, plates, and crowds into our scene, we extend the participants sense of immersion in our environment, as well as belief in the information given by the maître d’ NPC during interaction.

3.2 User study

3.2.1 Participant inclusion and exclusion criteria

Our study was conducted at Anonymized University in Anonymized State in the United States after receiving approval from the Institutional Review Board (IRB). Announcements for the study were sent to the students, faculty, and staff as well as local community members through emails and flyers. Participants were excluded from the study if any of the following criteria were met:

  • Individuals below 18 years of age, otherwise considered as minors in the United States. Since our IRB requires parental consent for participants under the age of 18, we opted to exclude them from the study. Further, participants under the age of 18 are not our target population as we focus on loneliness among young adults from Gen-Z rather than adolescents, to study young adult behavior in social settings.

  • Individuals with visual acuity lower than 20/200 with corrective lenses. Given that participants with poor visual acuity may struggle to see objects in real and virtual scenarios, we opted to exclude such participants. Further, in the United States, individual with visual acuity lower than 20/200 with corrective glasses are considered legally blind (), and would require additional assistance in the real world counterpart of our VR cafe.

  • Participants with a history of severe motion sickness in moving vehicles. To reduce the risk of potentially hazardous situations, we excluded such participants from our study.

3.2.2 Participant demographics

After participants completed our IRB approved Informed Consent form, they filled out a demographics survey consisting of the questions listed in Table 1. We provide participants with a freeform text box for their self-identified gender to ensure that we eliminate biases due to pre-defined labels, thus following best practices on eliciting participant gender (; Spiel et al., 2019; ). For participant race and ethnicity, we use the categorizations set forth by the National Center for Education Statistics (). Given the relationship between socioeconomic status and isolation (; ), we use education level as a measure of socioeconomic status (). Given that our study is conducted in an immersive environment, we asked participants ‘How often do you use a VR device?’. For participants who responded with any option other than ‘Never’, we provided a freeform textbox with the prompt ‘List the devices you use/have used’. To understand if participants owned VR devices, we asked the question ‘Do you own a VR device?’ and provided a freeform text box to list their VR devices. To get an understanding of participant’s baseline dining preferences in the real world, we asked ‘How frequently do you use take-out services?’, ‘How frequently do you use dine-in services?’, and ‘Which of the following do you most often choose?’.

3.2.3 Pre-immersion surveys

After completing the demographics form, we asked participants to complete Harrington’s Frustration Discomfort Scale (FDS) to understand frustration intolerance (), Revised UCLA-20 for feelings of loneliness (), Social Phobia Inventory (SPIN) to understand the severity of social anxiety (), and State Trait Anxiety Inventory (STAI) to measure anxiety levels for the past month (Speilberger et al., 1983). We collect anxiety measures since loneliness and structural measures of isolation are known to have an association with social anxiety (; ; ; Teo et al., 2013).

3.2.4 Treatment

After participants completed the pre-immersion surveys, we invited them to interact in our immersive cafe. All participants used a Meta Quest Pro for the interaction. Our study consisted of four treatments, with all 35 participants completing all four treatments. For each participant, we assigned the treatments in random order. In the real world, an individual can wait to approach a maître d’ podium to either be seated for dine in or order food for take out. We replicate this by allowing participants to have unlimited time before they engage with the maitre d’ by approaching the podium. Participants were not informed on the treatment condition prior to immersion. We use a 3-min wait to signify a short delay in receiving service from the maître d’ or receiving the food. The treatments are as follows:

  • No wait for maître d’ and No wait for food (coded as 00): The participant is spawned into the entryway facing the podium and may approach the maître d’ at any time to engage in dialogue with the maître d’ NPC. The participant may then make a selection on a menu item, and the scene ends.

  • No wait for maître d’ and 3-min wait for food (coded as 03): The participant is spawned into the entryway facing the podium and may approach the maître d’ at any time to engage in dialogue with the maître d’ NPC. The participant may then make a selection on a menu item, starting a 3-min wait for food. The scene ends after the wait time.

  • 3-min wait for maître d’ and No wait for food (coded as 30): The participant is spawned into the entryway facing the podium and may approach the maître d’ at any time to engage in dialogue with the maître d’ NPC. The interacting maître d’ NPC tells the participant she will be with them shortly, starting a 3-min wait time. After 3-min, the maître d’ engages in dialogue with the participant. The participant may then make a selection on a menu item, and the scene ends.

  • 3-min wait for maître d’ and 3-min wait for food (coded as 33): The participant is spawned into the entryway facing the podium and may approach the maître d’ at any time to engage in dialogue with the maître d’ NPC. The interacting maître d’ NPC tells the participant she will be with them shortly, starting a 3-min wait time. After 3-min, the maître d’ engages in dialogue with the participant. The participant may then make a selection on a menu item, starting a 3-min wait for food. The scene ends after the wait time.

In all four treatment choices the participant has the option to select either dine in or take out. In the dine in option, participants are informed by the maître d’ that they can select from one of the available standing tables. Similar to a real world setting, in the take out option, the participant can wait by the podium for their food. For each participant, we tracked the position and orientation of the head, left hand, and right hand, name of any objects the participants grabbed with their hands, and eye gaze hit positions and names of the objects viewed by the participant. For all interactions we recorded the timestamp. After completing each treatment we re-administered the STAI to obtain the current anxiety level and in addition the participant’s answer to the following questions:

  • I felt people in the cafe were with choice on a 5-point Likert scale consisting of Very Close, Somewhat Close, Neither, Somewhat Far, Very Far.

  • I felt the noise level in the cafe was with choices on a 5-point Likert scale consisting of Very Quiet, Somewhat Quiet, Neither, Somewhat Loud, Very Loud.

  • What was your frustration level due to the delay? with choices on a 5-point Likert scale consisting of 1 (Low) to 5 (High).

  • What was your frustration level due to feelings of isolation? with choices on a 5-point Likert scale consisting of 1 (Low) to 5 (High).

  • What was your frustration level due to feeling anxious? with choices on a 5-point Likert scale consisting of 1 (Low) to 5 (High).

  • How likely are you to make the same table selection in real life? with choices on a 5-point Likert scale consisting of Very Likely, Likely, Neither, Unlikely, Very Unlikely.

3.2.5 Post-immersion surveys

After participants completed all four treatments, we administered the NASA Task Load Index (NASA TLX) to measure workload (), System Usability Scale (SUS) for perceived usability (), and virtual reality sickness questionnaire (VRSQ) to assess any motion sickness within the simulation (), and re-administered the FDS () to measure any post study differences in frustration and discomfort.

4 Results

As shown in Table 1, our participants range from 19 to 53 (average = 24.8 and standard deviation = 5.5). 31 of the 35 participants have age 27 and below, and therefore fall within our intended target population of Gen Z adults. 3 have ages 28, 30, and 31, and fall in the Zillenial category as of the study period. We find that the majority (N = 26) self-identified as male, with the remaining (N = 9) identifying as female. For our analysis, we focus on participant reported feelings on loneliness captured during pre-immersion using the Revised UCLA-20. We convert the raw UCLA-20 scores using the standard binning that places scores between 20–34 as Low, 35–49 as Moderate, 50–64 as Moderate High, and 65–80 as High Loneliness. In Section 4.1, we analyze the relationship between self-identified gender, race, and dining selection choices based on the UCLA-20 categories. In Section 4.2, we compare participant reported frustration due to the delay, sense of isolation, and anxiousness across each treatment. Finally, in Section 4.3, we analyze how participant selection choices to ‘Dine In’, ‘Take Out’, or ‘Exit’ along with follow up choices indicating ‘Yes’ or ‘No’ to standing tables when dining in are related to the UCLA-20 categories. Given the limited sample size within each self-identified gender and race bins, we opt against any hypotheses testing and only report differences based only on participant counts.

4.1 Participant perceived sense of loneliness pre-immersion

Overall, we find that 15 participants fall into the ‘Low’ category, 14 in ‘Moderate’, and 6 in ‘Moderate High’. We find that the majority (N = 7) of the participants self-identifying as female (N = 9) report either a Moderate or Moderate High level of loneliness. On the other hand, for participants self-identifying as male we see an even split (N = 13) for Low and Moderate/Moderate High levels of loneliness. We find a near even split for Low (N = 8) and Moderate/Moderate High (N = 7) levels of loneliness for those selecting ‘White’ for their race. In contrast, participants who selected ‘Asian’ were more likely to select Moderate/Moderate High (N = 11) over Low (N = 7). As shown in Table 3, when exploring participant responses to the question ‘Which of the following do you most often choose?’ with answer choices of ‘Dine in’, ‘Take out’, and ‘No preference’, we find that the majority (N = 8) of the participants selecting ‘Dine in’ (N = 12) fall into the Low category for loneliness. In contract, participants who selected ‘Take out’ (N = 13) were more likely to fall into the Moderate/Moderate High (N = 8) category. Finally, a majority (N = 8) of the participants who selected ‘No preference’ (N = 10) were in the Moderate/Moderate High category for loneliness. Due to the limited sample size, in the remainder of our analysis, we use the term ‘Moderate+’ to group participants in the ‘Moderate’ and ‘Moderate High’ bins together.

TABLE 3

TreatmentDine inNo preferenceTake out
Low825
Moderate275
Moderate high213
Total121013

Participant dining selecting choices in the real world by UCLA-20 category.

4.2 Participant sense of frustration

Our VR cafe presented participants with 4 different delay types—No wait for maître d’ and No wait for food (coded as 00), No wait for maître d’ and 3-min wait for food (coded as 03), 3-min wait for maître d’ and No wait for food (coded as 30), and 3-min wait for maître d’ and 3-min wait for food (coded as 33). Following each treatment, participants were ‘What was your frustration level due to the delay?’, ‘What was your frustration level due to feelings of isolation?’, and ‘What was your frustration level due to feeling anxious?’, with participants providing responses using a 5-point Likert scale with 1 being Low and 5 being High. Using Friedman’s Test (), we determine if there are statistically significant differences in frustration levels. We report effect size using Kendall’s W using the standard interpretations of values (Tomczak and Tomczak, 2014). We use Wilcoxon Signed Rank Tests (Wilcoxon, 1945) with Bonferroni correction for post hoc analysis when the Friedman’s Test is significant.

We find that the average participant reported levels of frustration due to the delay for the four treatments, ‘00’, ‘03’, ‘30’, and ‘33’, are 1.34 ± 0.80, 2.23 ± 1.40, 2.74 ± 1.46, and 2.63 ± 1.40 respectively. We find a statistically significant difference (, moderate effect size of ). Our post hoc analysis shows that treatment ‘00’ is significantly different from all other treatments and treatment ’03’ is significantly different from ‘30’. From Table 2, we find that participants in the ‘Moderate+’ category had higher average frustration scores for treatments ‘00’, ‘03’, and ‘30’. The average scores for the four treatments, ‘00’, ‘03’, ‘30’, and ‘33’, are 1.46 ± 0.95, 2.17 ± 1.38, 2.29 ± 1.45, and 2.20 ± 1.37 respectively for the participant report levels of frustration due to feelings of isolation. We find a statistically significant difference (, small effect size of ) between the four treatments. Our post hoc analysis reveals that treatment ‘00’ is significantly different from all other treatments. In Table 2, we see that participants in the ‘Moderate+’ category have higher average frustration scores for ‘00’ and ‘33’, however, this trend is reversed for the ‘03’ treatment. Participant reported frustration levels due to feeling anxious for the four treatments, ‘00’, ‘03’, ‘30’, and ‘33’, are 1.51 ± 0.98, 1.91 ± 1.27, 2.03 ± 1.38, and 2.03 ± 1.18 respectively. While the Friedman’s Test is statistically significant (, small effect size of ), the post hoc analysis shows marginal significance for treatment ‘00’ when compared to the other treatments. Similar to the feelings of frustration due to a sense of isolation, from Table 2 we see that participants in the ‘Moderate+’ category have higher average frustration scores for ‘00’ and ‘33’, with the trend reversed for the ‘03’ treatment.

Using a Wilcoxon Signed Rank Test (Wilcoxon, 1945) we find no statistically significant difference between the pre- and post-immersion Frustration Discomfort Scale (FDS) across all participants. Participants in the ‘Low’ category for UCLA-20 had an average FDS score of 71.67 ± 16.53 before immersion and 72.07 ± 18.89 after. In contrast, participants who were in the ‘Moderate+’ category had a higher score of 81.85 ± 22.60 before and 82.35 ± 19.48 after immersion.

4.3 Participant selection choices

We provided participants with three potential first selection choices once they were spawned into our cafe scene —‘Dine In’, ‘Take Out’, or ‘Exit’. Here, ‘Dine In’ indicates that the participant wants to ‘Dine In’ and ‘Take Out’ means the participant wants their food to go. We use ‘Exit’ to indicate the participant ending the simulation voluntarily. As shown in Table 4, in the ‘00’ and ‘03’ treatments, or the ones where the maître d’ did not introduce a delay in interacting with the participant, we observe that 25 out of 35 participants opted for the ‘Dine In’ option and 10 chose the ‘Take Out’. On the other hand, for the ‘30’ and ‘33’ treatments, where the maître d’ was delayed by 3-min, we find that 19 and 21 participants opted to ‘Dine In’, 5 and 6 pressed ‘Exit’, and 11 and 8 chose the ‘Take Out’ option respectively. Thus, when the maître d’ introduces a delay in engaging with the participant upon entry, we find that more participants are likely to select the ‘Exit’ option. In Table 4, we summarize the first selection choice made by the participant based on the UCLA-20 loneliness categories. We find that for treatments ‘00’ and ‘03’, or when there is no delay with the maître d’, a higher percentage of participants in the ‘Low’ loneliness category opt to ‘Dine In’ as opposed to those in the ‘Moderate+’ category. When the maître d’ is delayed by 3-min, or the ‘30’ and ‘33’ treatments, we find that more participants in the ‘Moderate+’ category opt to ‘Exit’ the simulation.

TABLE 4

Treatment00033033
Dine InTake OutDine InTake OutDine InTake OutExitDine InTake OutExit
Low141123852942
Moderate+11913711631244
Total25102510191152186

Participant selection choice of ‘Dine In’, ‘Take Out’, or ‘Exit’ for each treatment.

Low represents the ‘Low’ category for the UCLA-20 loneliness scale, while ‘Moderate+’ combines the ‘Moderate’ and ‘Moderate High’ categories.

Participants who opted for the ‘Dine In’ option in the first selection were informed by the maître d’ that the cafe only had standing tables available. Participants had the option to either select ‘Yes Standing Table’ to indicate they were ok with going to a standing table or ‘No Standing Table’ to indicate that they did not want a standing table. Participants who selected ‘No Standing Table’ were asked if they wanted a take out menu, to which they could select ‘Yes Take Out’ or ‘No Take Out’. From Table 5, we observe that for all treatments the majority of the participants opted to take the standing table option when they were informed that there were no other seating options. However, we find a higher percentage of participants who fall into the ‘Moderate+’ category for UCLA-20, i.e., Moderate and Moderate High, opted for ‘No Standing Table’ for the ‘30’ and ‘33’ treatments when compared to those in the ‘Low’ category.

TABLE 5

Treatment00033033
NoYesNoYesNoYesNoYes
Low3112101727
Moderate+292113848
Total520421415615

Participant selection choice of ‘Yes Standing Table’, abbreviated as ‘Yes’, or ‘No Standing Table’, abbreviated as ‘No’, for each treatment. Participants are able to select Yes or No to the standing table after making the selection of ‘Dine In’.

Low represents the ‘Low’ category for the UCLA-20 loneliness scale, while ‘Moderate+’ combines the ‘Moderate’ and ‘Moderate High’ categories.

Participants who selected ‘Yes Standing Table’ were informed by the maître d’ NPC that they could select any of the three standing tables. In our simulation, the tables are numbered ‘1’, ‘2’, and ‘3’, with 1 being closest to the entrance of the cafe. From Table 6, we find that most participants select Standing Table 3 (Tbl2). We find that participants in the ‘Low’ loneliness category select Standing Table 2, albeit only in a single instance in ‘00’, ‘30’, and ‘33’, while no participant in the ‘Moderate+’ selects Standing Table 2.

TABLE 6

Treatment00033033
Tbl1Tbl2Tbl3Tbl1Tbl2Tbl3Tbl1Tbl2Tbl3Tbl1Tbl2Tbl3
Low281280061241
Moderate+1801100260080
Total3161318021212121

Participant selection choice of a standing table for each treatment.

Low represents the ‘Low’ category for the UCLA-20 loneliness scale, while ‘Moderate+’ combines the ‘Moderate’ and ‘Moderate High’ categories.

5 Discussion

In our dataset, the majority (N = 30) of our participants selected rarely or never for their frequency of use of a VR device. Despite the lack of experience with VR, we find that our immersive environment receives an average score of 82.14 on the SUS, or an ‘A’ grade (). Similarly, our average NASA TLX score was 21.34, indicating a relatively low overall workload on the participant. The high SUS and low NASA TLX score indicates that our immersive environment did not have usability or taskload issues that may have impacted how participant behavior during each treatment. The low NASA TLX score may also indicate that participants did not face mental or physical fatigue as a result of completing each treatment and their associated surveys.

Our analysis in Section 4.1 shows the relationship between self-identified gender, race, and loneliness, with more participants identifying as female or Asian reporting ‘Moderate’ or higher categories of loneliness. We provide our analysis using participant counts as opposed to conducting any hypotheses testing due to the limited sample size within self-identified gender and race bins. Section 4.2 shows that we find a statistically significant difference in frustration levels across the four treatments when there is a delay in service. We observe that participants in the ‘Moderate’ or higher category of loneliness had a higher average frustration on the standardized FDS scale. Though our work addresses the specific case of service, it aligns with the findings of Sarcali and Guler () that broad-scale existential loneliness relates to frustration intolerance. In Section 4.3, we observe that when there is no delay with the maître d’, participants categorized as ‘Low’ on the loneliness scale were more likely to opt for a dine in experience. When a delay is introduced by the maître d’, we find more participants in the ‘Moderate’ or higher category opt to exit the environment. In the delayed scenario, a higher percentage of participants in the ‘Moderate’ or higher category opted for the ‘No Standing Table’ option after opting to dine in when compared to those in the ‘Low’ category. These observations reflect the findings on young adults () reporting lonely dining alone. Overall, our findings indicate that individuals reporting moderate or higher loneliness scores may portray behaviors indicative of being frustrated with being in the social settings, or making choices that enable avoiding prolonged stay in the social environment. In our analysis we focused on participant responses gathered through the survey instruments. As part of future work, we will explore how behavior data recorded by the VR device, such as eye gaze, head position, and head orientation correlate with participant choices made within the environment, such as choosing to exit the simulation.

In our study we opted for immediate service, i.e., no wait, or a short delay, i.e., 3-min wait. In the real world, waits can get longer if there is a queue waiting for the maître d’ or if the kitchen is understaffed or the cafe is busy. Future work can explore studies that involve longer delays, for example a 10-min wait to be seated at the table or a 15-min wait to receive the food. Our study explored participant behavior when surrounded by one NPC maître d’ and three customers NPCs in a typical cafe setting. Future research may explore broader identities for the maître d’ and other NPCs as well as the social setting, for example a formal restaurant, bar, or casual dining place. We did not investigate how participant behavior changes with changing crowd density or scenarios where another patron requests to join the table due to the lack of space. When the participant was standing in line, we did not include NPCs either ahead or behind the participants. We also did not include awkward scenarios such as a patron storming out because of the delay. Future work may explore how these dynamics shape participant choices and behavior. Similar to work by , which explored participant perception of waiting in real and virtual waiting room, future work can also explore how participant behavior changes between real and virtual cafes.

Persistent avoidance of a social setting such as a cafe that also serves the purpose of meeting basic needs can be detrimental to users in the long run. Our VR cafe provides the opportunity to enable cognitive behavioral therapy (CBT) to enable individuals to overcome loneliness (), shown to be effective for loneliness in real world environments and for social phobias in VR spaces (; ). Our goal in this work has been to provide a baseline evaluation of behavior in social service-providing settings for users reporting various levels of loneliness. In future work, we plan to work with CBT specialists to incorporate feedback responses that encourage the user toward more productive coping behaviors. Our current work primarily targets baseline evaluation of loneliness scores and their relationship to user behavior in terms of frustration and choices made in the VR environment. Our environment provides the opportunity to study relationships of loneliness and user choices to other mental health conditions such as social anxiety and depression. The relationships of loneliness to social anxiety have been extensively studied Teo et al. (2013); ; Vanhalst et al. (2013); , with studies showing consistent and positive associations among young adults and adolescents (; Vanhalst et al., 2013). find that participants reporting being more lonely also reported feeling more socially anxious, and having higher depressive symptom scores, more difficulties with emotion regulation, and greater risk of social isolation. As part of future work, we are interested in evaluating the relationship of anxiety measures we have collected using the SPIN and STAI scales to loneliness and user behavior in VR. In addition to mental health conditions, it would also be of interest to study the relationships of user choices and reports of loneliness to personality traits. The relationship between loneliness and the Big Five traits of openness, conscientiousness, extraversion, agreeableness, and neuroticism has been studied, with studies showing that individuals reporting lonely may on average show low extraversion ; Teppers et al. (2013) and high neuroticism , and that low extraversion and low agreeableness predict social isolation . Leveraging VR to study the relationship of mental state and user traits on interaction preferences has the benefit to support informed use of VR for therapy cognizant of the natural leanings of individual users.

5.1 Limitations

We acknowledge that participants are skewed towards Non Hispanic or Latino for ethnicity and Asian and White for race. Such a skew is expected given the collection was conducted predominantly on a university campus and its surrounding community. Similarly, our collection is skewed towards participants self-identifying as male with no participant providing a non-binary gender. The participants in our dataset fall into the ‘Low’, ‘Moderate’, or ‘Moderate High’ bins for loneliness on the UCLA-20 scale, with only 6 participants in the ‘Moderate High’ category. To perform meaningful analysis, we combined the ‘Moderate’ and ‘Moderate High’ categories into a single ‘Moderate+’ category.

As future work, we will broaden our recruitment strategies to encompass a wider participant diversity and incorporate longitudinal studies through the typical 4 years of undergraduate education. A larger sample size can enable the use of demographic variables, such as self-identified gender, ethnicity, and/or race, as independent variables to predict loneliness bins on the UCLA-20 scale. Our current study relies on the same participant undertaking all four treatments, which leads to a testing internal validity threat. An expanded collection will enable participants to be randomly assigned to a single treatment, which results in a more robust experimental design. As the first of its kind study on understanding how loneliness shapes user behavior within an immersive representation of a social scenario, the limitations of our work are expected.

6 Conclusion

Our work investigates the relationship of user scores of loneliness to frustration and choices made by users when visiting a VR cafe, a social setting that addresses basic needs. Our results indicate that moderate to high loneliness levels relate to users being frustrated, and making avoidance decisions, such as opting for not dining in especially if delay is introduced in service. Future work can expand on our VR cafe to introduce interventions for users who feel isolated to manage feelings of frustration and avoidance choices.

Statements

Data availability statement

The raw data supporting the conclusions of this article will be made available by the authors, without undue reservation.

Ethics statement

The studies involving humans were approved by Wright State University Institutional Review Board. The studies were conducted in accordance with the local legislation and institutional requirements. The participants provided their written informed consent to participate in this study.

Author contributions

EI: Formal Analysis, Writing – original draft, Validation, Visualization, Methodology, Data curation, Investigation, Software, Writing – review and editing. NB: Project administration, Supervision, Writing – original draft, Writing – review and editing, Resources. SB: Investigation, Writing – review and editing, Software, Funding acquisition, Resources, Visualization, Formal Analysis, Writing – original draft, Validation, Data curation, Methodology, Supervision, Project administration, Conceptualization. AS: Conceptualization, Software, Investigation, Writing – original draft, Resources, Supervision, Data curation, Writing – review and editing, Project administration, Validation, Formal Analysis, Methodology, Visualization.

Funding

The author(s) declared that financial support was not received for this work and/or its publication.

Conflict of interest

The author(s) declared that this work was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.

Generative AI statement

The author(s) declared that generative AI was used in the creation of this manuscript. The NPCs were animated using Reallusion’s iClone 8 and the sound segments were generated using ElevenLabs. The authors declare that no other generative AI (GenAI) tools were used.

Any alternative text (alt text) provided alongside figures in this article has been generated by Frontiers with the support of artificial intelligence and reasonable efforts have been made to ensure accuracy, including review by the authors wherever possible. If you identify any issues, please contact us.

Publisher’s note

All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article, or claim that may be made by its manufacturer, is not guaranteed or endorsed by the publisher.

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Summary

Keywords

frustration, Gen Z, loneliness, social isolation, social VR

Citation

Ibragimov E, Banerjee NK, Banerjee S and Shivakumar A (2026) Understanding how loneliness relates to user behavior in an interactive virtual reality cafe. Front. Virtual Real. 7:1875308. doi: 10.3389/frvir.2026.1875308

Received

07 May 2026

Revised

05 June 2026

Accepted

11 June 2026

Published

08 July 2026

Volume

7 - 2026

Edited by

Maria Limniou, University of Liverpool, United Kingdom

Reviewed by

Samridhi Pareek, Manipal University Jaipur, India

Fahad Zeya, Comilla University, Bangladesh

Updates

Copyright

*Correspondence: Sean Banerjee,

Disclaimer

All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.

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