Academic research investigating virtual reality (VR) is growing rapidly; as a result of VR becoming more easily accessible, it has become a more viable tool for helping individuals regulate their emotions. This research aims to provide an overview of the field and the contexts in which VR has been implemented to facilitate emotion regulation. Results indicate that although VR has been used to facilitate ER for over two decades, empirical research in the field has remained somewhat static until 2018. Furthermore, the contexts in which it has been employed have remained narrow with more than half of all included publications utilising VR to administer exposure therapy. While the recent increase of published works in the field, combined with m...
Despite the great potential of Virtual Reality (VR) to arouse emotions, there are no VR affective da...
The rapid changes in human contacts due to the COVID-19 crisis have not only posed a huge burden on ...
The principal aim to this chapter is to present the latest ideas in virtual reality (VR), some of wh...
In recent decades, a growing body of literature has focused on emotion regulation (ER), which refers...
In the last decades, emotion regulation (ER) received increasing attention and became one of the mos...
The impact of emotion regulation interventions on wellbeing has been extensively documented in liter...
Computer graphics is—in many cases—about visualizing what you cannot see. However, virtual reality (...
Despite the abundance of research that supports the efficacy of Virtual Reality (VR) in applications...
One major challenge of social interaction research is to achieve high experimental control over soci...
With virtual reality (VR) glasses, you can enter a completely different world within seconds. Comput...
Virtual Reality (VR) is starting to be used in psychological therapy around the world. However, a th...
International audienceIn Virtual Reality (VR), users can be immersed in emotionally intense and cogn...
VR technology is the combination of AI technology, multimedia technology, computer networks technolo...
The ultimate aim of psychological research is to disentangle everyday human functioning. Achieving t...
Virtual reality (VR) enables the simulation of worlds in a computer-generated environment. Over the ...
Despite the great potential of Virtual Reality (VR) to arouse emotions, there are no VR affective da...
The rapid changes in human contacts due to the COVID-19 crisis have not only posed a huge burden on ...
The principal aim to this chapter is to present the latest ideas in virtual reality (VR), some of wh...
In recent decades, a growing body of literature has focused on emotion regulation (ER), which refers...
In the last decades, emotion regulation (ER) received increasing attention and became one of the mos...
The impact of emotion regulation interventions on wellbeing has been extensively documented in liter...
Computer graphics is—in many cases—about visualizing what you cannot see. However, virtual reality (...
Despite the abundance of research that supports the efficacy of Virtual Reality (VR) in applications...
One major challenge of social interaction research is to achieve high experimental control over soci...
With virtual reality (VR) glasses, you can enter a completely different world within seconds. Comput...
Virtual Reality (VR) is starting to be used in psychological therapy around the world. However, a th...
International audienceIn Virtual Reality (VR), users can be immersed in emotionally intense and cogn...
VR technology is the combination of AI technology, multimedia technology, computer networks technolo...
The ultimate aim of psychological research is to disentangle everyday human functioning. Achieving t...
Virtual reality (VR) enables the simulation of worlds in a computer-generated environment. Over the ...
Despite the great potential of Virtual Reality (VR) to arouse emotions, there are no VR affective da...
The rapid changes in human contacts due to the COVID-19 crisis have not only posed a huge burden on ...
The principal aim to this chapter is to present the latest ideas in virtual reality (VR), some of wh...