1. A method for gamified behavioral analysis, the method comprising: calibrating, by a processor, a virtual reality environment based on data input in response to initial calibration prompts to provide a customized detection phase for a behavior analysis session; receiving user interaction data during the customized detection phase; dynamically pushing the received user interaction data through a trained machine learning component during the customized detection phase to generate a dynamic behavior vector for the behavior analysis session, the dynamic behavior vector updating during the customized detection phase; and dynamically modifying the virtual reality environment during the customized detection phase using the dynamic behavior vector to structure the virtual reality environment.