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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>ORCID:</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Virtual reality and emotion regulation: a systematic review</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Salvatore Vita</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Caterina Morra</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Angelo Rega</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>AIAS</institution>
          ,
          <addr-line>Via Principale per Comiziano, Nola, 80033</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Università degli studi di Napoli Federico II</institution>
          ,
          <addr-line>Corso Umberto I 40, Napoli, 80138</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2021</year>
      </pub-date>
      <volume>000</volume>
      <fpage>0</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>The attention to the emotion dimension, in the context of interventions aimed at promoting psychological wellbeing as well as the treatment of some psychopathological conditions, allowed the development in recent decades important studies and reflections both from the point of view of theoretical scientific knowledge and therapeutic implications. Starting from the awareness of the important functions that emotions perform in intra and interpersonal dynamics, the question of emotion regulation becomes central, as a complex and dynamic psychic activity that allows the achievement of individual well-being and good social functioning. Experiments and therapeutic interventions based on virtual reality (VR) in recent years have opened new scenarios and led to new knowledge regarding emotion regulation in both normotypic and pathological samples. The aim of the following paper is to offer a review of the scientific literature of the last 10 years regarding the use of virtual reality in the context of emotion regulation.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Emotion</kwd>
        <kwd>Emotion regulation</kwd>
        <kwd>VR</kwd>
        <kwd>New Tech</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        A number of theorists, starting with Tomkins [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] and Plutchick [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], referring to Charles Darwin's theory,
have postulated the existence of some primary or basic emotions that have developed in order to regulate
behavior and favor the survival of the species, considering them as evolutionarily adaptive responses to
situational needs. Primary emotions are defined by Ekman [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] on the basis of certain characteristics:
they are short-lived, they manifest involuntarily, the cognitive evaluation of the event that triggers it
leads to an almost immediate automatic recognition of the stimulus, the antecedents are universal, the
sensation is accompanied by precise physiological mechanisms and is characterized by universal signals
recognizable in the form of particular expressive manifestations (facial expressions and specific
behaviors).
      </p>
      <p>
        Although there is not yet full agreement among scholars, we can nevertheless estimate about five
primary emotions by relying on scientific evidence [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] fear, anger, disgust, happiness and sadness.
The Emotion Regulation (ER) is one of the most important emotion capacities and, when it is
dysfunctional, it is implicated in a series of problems that can also cause more or less serious disorders
[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. For this reason it is a central and widely debated topic in the clinical and rehabilitation field,
especially as regards the improvement of possible treatment programs [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>
        In support of this thesis, recent research finds identifying in a good interpersonal regulatory competence
a protective factor against psychopathology [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] and, moreover, people suffering from psychological
disorders have greater difficulties than healthy individuals [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
Defining emotion regulation is not a simple task, in fact, literature provides various theoretical
definitions of the construct precisely because of the multiplicity of processes and functions underlying
the various regulation strategies, as well as the lack of concrete and agreed theoretical systems [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
Virtual reality (VR) can be described through an analysis that takes into consideration purely the
technological aspect, for which it is defined as "computer-generated simulation of a real or imaginary
environment" [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>
        The essential aspects, from a technical point of view, that define a virtual reality technology are: a
computer capable of supporting real-time animations, controlled by a series of position trackers; a set
of input information that must be integrated and used to provide the user with an image modification,
possibly in a rapid time to the point of creating an illusion of concomitance; a stereoscopic headset
(head-mounted-display-HDM) for visual output [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
      </p>
      <p>
        Despite the importance of this description, it would be simplistic to consider virtual reality as a simple
sum of technologies, its founding element and what makes it such an important scientific frontier is that
it allows a new type of human-machine interaction [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] able to convey experience and knowledge [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
    </sec>
    <sec id="sec-2">
      <title>1.1 Emotion regulation in virtual reality</title>
      <p>
        The impact of emotion regulation interventions on well-being has been extensively documented in the
literature and the positive changes with respect to this process have also been important with regard to
mental health and relationship satisfaction [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Despite this, it is only in recent years that virtual
reality technologies have been incorporated into the design of such interventions, both in the clinical
and non-clinical settings, as a means to facilitate and increase the positive outcomes of ER [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
The application of virtual reality in psychology has a great advantage as it allows researchers and
doctors to create realistic experiences but in a safe environment, such as in the laboratory or in the
clinical setting [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. Thanks to this, it is possible to measure in real time the cognitive, emotion,
physiological and behavioral responses with respect to different "real life" situations while maintaining
experimental control [18]. The VR system, therefore, has the possibility of creating a rapprochement
between laboratory and daily operation, establishing itself as an environmentally valid environment
[18].
      </p>
      <p>Through virtual reality it was possible to improve the subjects' abilities to recognize and control their
emotions. Lorenzetti et al. created a virtual environment in which it was possible to experience a game
through which participants received sensory feedback in real time whenever they felt tenderness,
distress or neutral emotion states in progress [19]. The neurofeedback system was based on BCI
(neuronal interface based on EEG) for which neuronal activity was connected to the colorof the virtual
environment which changed according to the fluctuation of the emotion state experienced by the
subject. In this way, the participants were instructed to feel tenderness or anguish as intensely as
possible and to voluntarily increase the intensity of their emotions in the sense of increasing their neural
activity while experiencing complex emotions [19].</p>
      <p>
        Over the years, some researchers have also investigated the issue of the use of VR in pathological
samples, with the aim of monitoring its effectiveness and usability in therapy [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] [20] [21].
This article offers a review of the last 10 years regarding the use of VR in emotion regulation in different
contexts and with heterogeneous samples.
      </p>
    </sec>
    <sec id="sec-3">
      <title>2. Method</title>
      <p>The literature analysis was carried out using the main search engines PubMed and Google Scholar.
Advanced searches were carried out which allowed to direct the bibliographic search towards results
that presented the main keywords "virtual reality" and "emotion regulation" combined with the words
"emotion", " psychological disorders", "gad", "anxiety disorders ", "borderline" emerged after the
bibliographic searches. The words have been searched in thetitle section and, where possible, among
the key words. The search was carried out in July 2020, including articles published over a period of
time ranging from 2010 to 2020.</p>
      <p>Exclusion criteria: No VR studies</p>
    </sec>
    <sec id="sec-4">
      <title>3. Results</title>
      <p>The results of Table 1 show that virtual reality is a valid tool for implementing treatments aimed at
improving emotion regulation strategies in patients and healthy subjects.</p>
      <p>The studies by Lorenzetti et.al, Weerdmeester et al., investigated the use of biofeedback and
neurofeedback within VR and found an improvement in the regulation of the emotion and physiological
response and awareness through these techniques.</p>
      <p>Konrad et al. and Bosse et al. both conducted two studies on non-clinical subjects and had satisfactory
results with respect to the possibility of using virtual reality systems in order to generate learning of
more adaptive ER strategies.</p>
      <p>A series of VR interventions, carried out by Tarrant et al., Navarro-Haro et al. on the other hand, were
found to be effective in subjects with generalized anxiety disorders by improving the conscious control
of their anxious response using both relaxation techniques and meditation.</p>
      <p>A single study was conducted by Navarro-Haro et al on borderline disorder. From this intervention,
through VR, an improvement was seen with respect to the negative emotions generally experienced by
BDP subjects.</p>
      <p>With respect to phobic disorders, a review of nine studies presented by Wechsler et al. suggests that
VR exposure shows a greater potential and is no less effective than in vivo exposure in specific phobia
andagoraphobia.</p>
      <p>Ultimately Wrzesien et al. they focused their intervention on the possibility of learning emotion
regulation through the use of self-similar avatars in a virtual environment and the results indicate an
improvement in emotion regulation through model observation (VRS).
371 phobic
disorder pat.</p>
      <sec id="sec-4-1">
        <title>Exhibition in VR</title>
      </sec>
      <sec id="sec-4-2">
        <title>Hedges' g</title>
        <p>effect sizes</p>
      </sec>
      <sec id="sec-4-3">
        <title>VR exposure shows a</title>
        <p>greater potential and is
no less effective than in
vivo exposure in
specific phobia and
agoraphobia.</p>
      </sec>
      <sec id="sec-4-4">
        <title>VR intervention led to a</title>
        <p>physiological reduction
in anxiety.</p>
        <p>Results show the
crucial features that
make walking positive
for psychological</p>
        <p>wellbeing
activation in several
relevant brains regions
that are associated
with sadness induction
and that are associated
with the application of
emotion regulation
strategies</p>
      </sec>
      <sec id="sec-4-5">
        <title>Lorenzetti 2018 et al. (articles)</title>
      </sec>
      <sec id="sec-4-6">
        <title>8 healthy adults</title>
      </sec>
      <sec id="sec-4-7">
        <title>Exposure to the natural environment and</title>
      </sec>
      <sec id="sec-4-8">
        <title>Neurofeedba ck</title>
      </sec>
      <sec id="sec-4-9">
        <title>Emotion</title>
      </sec>
      <sec id="sec-4-10">
        <title>Regulation</title>
      </sec>
      <sec id="sec-4-11">
        <title>Questionnaire (ERQ)</title>
      </sec>
      <sec id="sec-4-12">
        <title>Participants were instructed to control the intensity of emotions</title>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>4. Conclusion</title>
      <p>The results of this systematic review show that VR should be a valid tool for improving the ability of
individuals to manage emotions by allowing the learning of more adaptive emotion regulation strategies
to the context.</p>
      <p>The use of this innovative technology in this sense is promising because it allows to recreate realistic
digital environments within which VR interventions can, for example, inspire new actions, increase the
awareness of subjects regarding their emotions, allow the modification of the emotion response through
the re-evaluation of emotion stimuli and, subsequently, memorize the re-evaluated experience.
These results are relevant both for health promotion and prevention treatments for the onset of disorders,
both for the treatment of subjects who already have more or less serious pathologies, as in the case of
anxiety or borderline disorders.</p>
      <p>It has also been shown that the effectiveness can be better than non-VR treatments and that adherence to
the treatment was, in some cases, greater.</p>
      <p>It has also been shown that the effectiveness can be better than non-VR treatments and that adherence to
the treatment was also, in some cases, greater.</p>
      <p>Considering, therefore, the different advantages of VR exposure and its high potential, its diffusion
should be emphasized and a deeper investigation of what are the relevant operating mechanisms is
necessary in order to develop improvements in technology and procedures that they could produce even
greater effects in the future.</p>
      <p>Research should aim to investigate the mechanisms and underlying factors that may contribute to the
effectiveness of biofeedback systems when using VR interventions for ER in order to maximize their
positive therapeutic outcomes, and furthermore, it would be interesting again, to be able to understand
how way avatars and embodiment in virtual bodies can enhance the learning of emotion regulation
strategies in a more engaging way.</p>
      <p>As the introduction of avatars into mental health applications is relatively new, a deeper understanding
of their influence on user behavior is of great importance.</p>
    </sec>
    <sec id="sec-6">
      <title>5. References</title>
      <p>emotion Regulation Interventions in Virtual Reality for the Improvement of Wellbeing in Adults
and Older Adults : A Systematic Review. J Clin Med [Internet]. 2020 Feb 12 [cited 2020 Feb
28];9(2):1–22. Available from: http://www.ncbi.nlm. nih.gov/pubmed/32059514
[18] Colombo D.; Fernández-álvarez, J.; Palacios, A.G.; Cipresso P.; Botella, C.; Riva G. New
technologies for the understanding, assessment, and intervention of emotion regulation. Front.</p>
      <p>Psychol. 2019, 10..
[19] V. Lorenzetti, M. Bruno, B. Rodrigo, S. Chao, Y. Murat, J.T.-C Carlos, M. Jorge: Emotion
regulation using virtual environments and real-time fMRI neurofeedback. Front. Neurol. 2018, 9,
1–15.
[20] Nararro-Haro M. V., Hoffman H. G., Garcia-Palacios A., Sampaio M., Alhalabi W., Hall K., and
Linehan M. (2016). The Use of Virtual Reality to Facilitate Mindfulness Skills Training in
Dialectical Behavioral Therapy for Borderline Personality Disorder: A Case Study. Frontiers in
Psychology. 7, 1573.
[21] Wrzesien M., Rodríguez A., Rey B., Alcañiz R., Baños R. M., and Dolores M. V. (2015): How
the physical similarity of avatars can influence the learning of emotion regulation strategies in
teenagers. Computers in Human Behavior. 43. 101-111. 10.1016/j.chb.2014.09.024.</p>
    </sec>
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