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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Virtual reality in emotion regulation: A scoping review</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Anna-Leena Macey</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Joseph Macey</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>Juho Hamari</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Centre of Excellence in Game Culture Studies, University of Turku</institution>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Gamification Group, Tampere University</institution>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <fpage>64</fpage>
      <lpage>74</lpage>
      <abstract>
        <p>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 more varied uses of VR, indicate a broadening of the field this work highlights several gaps in the extant literature, identifying a series of potential avenues for future research.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Immersive VR</kwd>
        <kwd>emotion regulation</kwd>
        <kwd>technological affordances</kwd>
        <kwd>human-computer interaction</kwd>
        <kwd>scoping review</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Virtual Reality (VR) is an immersive,
multisensory medium which provides the user
with the experience of being in, and interacting
with, an environment other than that in which they
are physically present1. As affordable VR
hardware has become more widely available, the
number of studies investigating VR, spanning
fields from psychology to human-computer
interaction, is growing rapidly. As such, there is
an increasing need to understand and study the
technology and its affordances.</p>
      <p>Since the early days of VR, it has been utilised
in simulation training and therapeutical contexts
to help people deal with challenging, stressful,
and anxiety-inducing situations in safe and
controlled environments2. Reviews and
metaanalyses have provided evidence of VR’s
usefulness in treating diverse clinical conditions3.</p>
      <p>VR holds much promise as a tool to deliver
both therapy and training; in addition to offering
safe and predictable environments, it can be
6th International GamiFIN Conference 2022 (GamiFIN 2022),
April 26-29 2022, Finland. EMAIL: anna-leena.macey@tuni.fi
(A.1); jrmace@utu.fi (A2); juho.hamari@tuni.fi (A. 3)
ORCID: 0000-0002-9325-4522 (A. 1); 0000-0002-9770-739X (A.
2); 0000-0002-6573-588X (A. 3)
️© 2022 Copyright for this paper by its authors. Use permitted under Creative
Commons License Attribution 4.0 International (CC BY 4.0).</p>
      <p>CEUR Workshop Proceedings (CEUR-WS.org)
adapted to individual user needs4. Furthermore, it
provides opportunities beyond simple simulation
or replication; by exploiting the technological and
gameful affordances of VR, novel and innovative
techniques can be developed to provide more
meaningful and affective experiences5.</p>
      <p>Recent years have seen an increasing degree of
academic attention paid to the topic of emotional
regulation (ER); indeed, it has become one of the
most studied concepts within the field of
psychology during the past two decades6. ER is
defined as “processes by which individuals
influence which emotions they have, when they
have them, and how they experience and express
these emotions”7. These processes or regulatory
strategies can be conscious or subconscious, and
be used to increase, decrease, or maintain one or
more components in emotion generation.</p>
      <p>While interest in both VR and ER has grown
in parallel with one another, it is only relatively
recently that they have begun to coalesce. As a
result of technological developments VR headsets
are becoming both easier to use and more
affordable, as such the use of VR technology and
virtual environments to help users regulate their
emotions is a more viable prospect4.</p>
      <p>Two main approaches exist to promote
relaxation, stress reduction and ER in virtual
environments: the first uses content derived from
classical relaxation techniques as a means to
enhance users’ well-being at a specific moment,
while the second engages the user in emotional
and behavioural learning processes through more
customisable virtual environments. While the
majority of studies utilise one or the other, greater
potential is offered if they considered in
conjunction with one another, thereby providing
more effective approaches. See, e.g., Pizzoli et al.8</p>
      <p>Whilst the evidence of the usefulness of VR in
treating diverse clinical conditions have been
provided by reviews and meta-analyses3, the
purpose of this scoping review is to identify how
VR technology and its particular affordances have
been used to facilitate and promote ER strategies.
Indeed, the use of VR to elicit changes in the
emotional state of users has often focused on the
short-term effects, for example as an analgesic9,
or its potential to alter individual moods10. Such
approaches cannot be considered as constituting
ER as they do not engage users in emotional and
behavioural learning processes which promote
long-term change. Therefore, such works are not
within the scope of this review.</p>
      <p>The focus of this work is on experimental and
empirical research investigating both the VR
manipulations employed in treatment and their
context of use. The review aims to provide an
overview of the field and to identify any gaps
which currently exist in the field and the possible
future research avenues in this increasingly
significant field of research.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Method</title>
      <p>This research used the PRISMA checklist
adapted for scoping reviews11 to guide the process
of data collection, and reporting. The initial search
was conducted in February 2021 in the Scopus
database, one of the largest, multidisciplinary
databases. Conducting the searches in as few
comprehensive databases as possible instead of
several different ones is preferable for purposes of
rigor and clarity12. To achieve the objectives the
literature search in the Scopus database was
conducted using the following search query:</p>
      <p>TITLE-ABS-KEY ((VR OR "virtual reality") AND
(emotion*) AND (train* OR regulation OR management OR
treatment))</p>
      <p>The search string used in the query was
composed of three sections: one describing virtual
reality, the second describing emotion, and the
third describing the management. These sections
were built using multiple related terms and
employing wild cards for a comprehensive search
where appropriate. All results were assessed using
the inclusion and exclusion criteria presented in
Table 1. These criteria were developed to address
the aims of the research, as such only studies
which specifically promoted long-term ER for
users were included. Additionally, given that this
work is concerned with the use of VR to evoke
and assess ER, publications presenting conceptual
or theoretical research were excluded. Similarly,
given the potential for confounding issues to
affect small samples, any study with less than 10
participants was excluded. Finally, to ensure
consistency, only one type of VR hardware was
included: immersive, Head-mounted Displays.</p>
      <p>The initial search produced 1074 hits, after
exclusion of review papers, conference reviews,
editorials, books and letters 909 results remained.
Further screening excluded all non-English
publications, leaving 883 publications.</p>
      <p>Subsequent screening removed all duplicate
publications; abstracts of remaining publications
were screened to identify publications addressing
the main research question. All publications were
first screened by one author, then reviewed by a
second author; any conflicting or unclear
interpretations were marked for review, discussed
and reconciled by the authors to ensure
consistency and conceptual clarity. Of the initial
results, 16 were retained. Backwards and
forwards searches were conducted on the
remaining publications. A further 183 potential
publications were identified, these were screened
to ensure they met the same inclusion criteria as
in the initial round, leaving 20 publications. A
second search on Scopus database was conducted
in December 2021 using the identical search
query as before. This was done to ensure that all
the relevant papers published since the initial
search were included. This search produced 149
(additional) hits, after exclusion of review papers,
conference reviews, editorials, errata and letters
118 results remained. All non-English
publications were also excluded from the search
results, leaving 113 publications, of these five
publications met the inclusion criteria. Backwards
and forwards searches were conducted on the five
additional publications, providing a further eight
publications which met the inclusion criteria. In
total, 49 publications were included, see fig. 1.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Results</title>
      <p>A concept matrix13 was used to conduct the
analysis and all publications meeting the inclusion
criteria (N=49) were individually coded according
to the following pre-defined concept matrix:
1. publication type, field &amp; year
2. context of use &amp; target behaviour
3. study design
4. virtual reality utilisation</p>
      <p>The concept matrix above was developed prior
to the review in order to capture the information
required to achieve the aims of the research11.
During the review process it was adapted in order
to fully reflect the nature of the included
publications. For example, context of use was
expanded to incorporate both
secondary elements (see Table 2.).
primary and
3.1.</p>
    </sec>
    <sec id="sec-4">
      <title>Publications</title>
      <p>Recent years have seen a marked upturn in
published works, with the number of publications
rapidly increasing from 2019 onwards. It is
worthy of note that the first publication included
in this review was published in 1995, yet none
were published from 1996 to 1999, or in either
2004 or 2013, see fig. 2. Of these publications, the
overwhelming majority, 47 of 49, were journal
articles with the remaining two publications being
a book chapter and an article published in
conference proceedings.
5 7 9 1 3 5 7 9 1 3 5 7 9 1
9 9 9 0 0 0 0 0 1 1 1 1 1 2
9 9 9 0 0 0 0 0 0 0 0 0 0 0
1 1 1 2 2 2 2 2 2 2 2 2 2 2</p>
      <p>The use of VR as a tool for teaching emotional
management is an inherently multidisciplinary
topic. With this in mind, the field of study was
extracted from the publication venue rather than
from the publications themselves. In order to
ensure consistency of approach the disciplinary
fields of each venue were extracted from the
MinEdu database established and maintained by
the Finnish Ministry of Education and Culture.
MinEdu defines scientific fields by combing
classifications used by the Scopus and Web of
Science databases, Norwegian and Danish rating
systems, and those of the European Reference
Index for the Humanities (ERIH). While some
publication venues have a single classification,
others can have upto four separate classifications,
as such the cumulative figures below exceed the
total number of papers included in this review.</p>
      <p>Given that this work is concerned with the
subject of VR and emotional management, it is
unsurprising that the most referenced fields are
Psychology (32 hits), Neurology and Psychiatry
(16 hits), and Computer and Information Science
(13 hits). There is great diversity evident in the
publication venues, however, with referenced
fields including Nursing (7 hits), Sociology (6
hits), and Educational Sciences (1 hit). Table 2
provides a full list of scientific fields served by the
publications included in this review.</p>
    </sec>
    <sec id="sec-5">
      <title>3.2. Context of use and targeted behaviours/conditions</title>
      <p>The majority of studies included in the review
utilized VR in therapeutic contexts (41
publications), exposure therapy (ET) being by far
the most common field (29 publications). VR was
used extensively as part of the treatment for
posttraumatic stress disorder (PTSD) (e.g. P4, P28,
P34), but also for several phobia: aviophobia
(P30, P40), arachnophobia (P6), acrophobia (P25)
and panic disorder with or without agoraphobia
(P33). VR was also applied in exposure therapies
targeting social anxiety disorder (SAD) (P17),
public speaking anxiety (P46) and exam anxiety
of university students (P5).</p>
      <p>VR was also used as part of cognitive
behavioural therapy (CBT) by replacing the in
vivo exposures and behavioural experiments with
VR equivalents. VR-CBT was utilised in treating
gambling disorder (P3), morbid obesity (P22) and
paranoid symptoms in psychotic patients (P11).</p>
      <p>Psychoeducation</p>
      <p>Stresssk-icllosping Stress P21</p>
      <p>EbRuilsdkiinllgs Adboelehsacveinoturrisk P12
rCeaopgpnriatiivsael PersoBnoarlidteyrDliniseorder P26
Legend: CBT = Cognitive Behavioural Therapy; ER = Emotional
Regulation; GAD = Generalised Anxeity Disorder; PSA = Public
Speaking Anxiety; PTSD = Post-Traumatic Stress Disorder; SAD
= Social Anxiety Disorder; UC = Use Context; w/wo = with or
without</p>
      <p>In addition to exposure therapy and CBT, VR
was used to create environments for Ericksonian
psychotherapy and relaxation therapy targeting
depression and anxiety of the elderly (P16),
patients with cardiovascular disease (P15) and
chronic obstructive pulmonary disorder (P42).
VR was also employed in body exposure therapy
treating anorexia nervosa (P32) and in a form of
therapy promoting mindfulness skills in patients
with generalized anxiety disorder (P31).</p>
      <p>Other than therapy, VR applications were
employed in studies implementing stress
management protocols and psychoeducation. VR
offered environments for relaxation training for
subjects suffering from obesity (P23), mood
disorder (P44) and psychological stress (P47). A
VR game promoting stress-coping skills, aiming
at altering a negative stress mindset of a patient
population was also investigated (P21).</p>
      <p>In the area of psychoeducation, a VR game
was also utilized to help young patients with
borderline personality disorder (P26). Another
interactive VR platform was also used for
roleplay, supporting adolescents’ ER skills building in
situations potentially leading towards risk
behaviours (P12). Table 3 provides a full list of
primary and secondary use contexts (UC) and the
specific behaviours and conditions which were
targeted with the use of VR.
3.3.</p>
    </sec>
    <sec id="sec-6">
      <title>Study design</title>
      <p>The focus on empirical works, rather than
theoretical or conceptual pieces, resulted in a
situation in which every single publication
featured in this review took the form of
quantitative, experimental research. However,
there was notable diversity in the design of the
experimental approaches. First, recruitment
ranged from convenience-samples among the
general population (P17), university students
(P19), or in-patients (P44), to targeted recruitment
of individuals who were thought to benefit from
new approaches to the management of emotions
(P27). The nature of the studies, their application
and context of use (section 3.2), largely defined
the recruitment of participants, for example
requiring active service members diagnosed with
combat-related PTSD (P34) or individuals
affected by anorexia nervosa (P32). Given the
specific nature of both conditions, it is
unsurprising that the samples were dominated by
males and females, respectively. However, in
many other studies investigating more generalised
disorders, such as Public Speaking Anxiety,
females dominated the samples, with only four
non-PTSD studies using samples where the
number of males exceeded females (P8, 45.45%
female; P11, 31%; P39, 40%; P46, 48%).</p>
      <p>Second, a number of studies used only a single
condition, adopting an AB design in order to
assess differences between baseline and
postexperiment measures (P44), while another study
adopted a 2x3 design in which a group of healthy
controls and affected individuals were each
assigned to one of three treatment conditions
(wait-list control, standard treatment, and
VRenhanced treatment) (P14). The most common
approaches, however, used either a two-group or
three-group design where VR-enhanced
approaches were compared to either a control
group (wait-list, standard treatment, or healthy
individuals) or a combination of control and
standard treatment. The prevalence of studies
utilising control groups in preference to an AB
design ensure more robust conclusions can be
drawn from the work.</p>
      <p>The overwhelming majority of works (21 of
49) incorporated two measurement points,
baseline (pre-experiment) and post-experiment, a
further 16 incorporated three measurement points,
baseline, post-experiment and follow-up (ranging
from one week to one year). While
withinsubjects analysis exceeded between-subjects
analysis, 18 and 11 respectively, the majority of
works, 20, used both approaches in order to
measure individual changes as a result of
treatment and changes between treatment groups.
Approaches to measurement were evenly
distributed between the studies: 13 employed both
self-reports and physiological measures, 14
employed self-reports only, and 15 employed both
self-report measures and clinical assessments.
Only five studies employed clinical assessments,
physiological measures and self-reports; two
studies used clinical assessments only.
3.4.</p>
    </sec>
    <sec id="sec-7">
      <title>Virtual reality utilization</title>
      <p>Virtual reality was predominantly used to
create practice environments promoting ER which
were safer, more controllable (whether by the
therapist or the users themselves), and recently,
more cost-effective. VR was utilised in the
majority of the studies included in this review as
part of existing therapeutic protocols, e.g. ET and
CBT, functioning as an alternative to in vivo
exposure. With the rise of low-cost consumer
hardware, the possibility of also using VR for
selfguided exposure has emerged (P49). For this
reason, most VR applications used in the studies
aimed to simulate real-life scenarios, either to
expose and desensitize users or to allow certain
skills could be practiced via role-play. In several
cases VR was featured as an alternative to
visualisation (P17, P18), an aid for concentration
(P24) or an addition to more traditional treatment
protocols for relaxation training (P24, P36).</p>
      <p>A limited number of implementations went
beyond the “real” and utilised the affordance of
VR technology in order to create more fantastical
and gameful environments. For treating
depression and anxiety in patient populations, the
Virtual Therapeutic Garden offered an interactive,
multisensory (visual, auditory and kinesthetic)
environment, where users could bring a grey,
untidy garden back to life by tending it through
completing therapeutic tasks. In this way, the
gradually increasing colour palette and growth of
plants both served as a reminder of their progress
and symbolised their own recovery (P15, P42).</p>
      <p>These more playful and, indeed, more gameful
approaches are also reflected in the emergence of
environments which have been created to alter a)
stressful mindsets, and b) cognitions about the
flexibility of emotions. In “Stressjam” heart rate
variability (HRV) biofeedback was used to
provide participants (both healthy controls and
patient population) information about their
capacity to cope with stress, i.e. their
“superpower” in the game. They used this skill to
advance in the game: exploring, finding and
applying effective mechanisms in their bodies to
generate stress or to remain calm. (P21). The
educational game “InMind” was employed by
researchers to enable adolescents diagnosed with
Borderline Personality Disorder to modify beliefs
about their ability to affect their own emotions.
During the game participants took charge of
changing emotions within the brain by “firing”
red neurons and transforming them to green, in
this way they were able to reduce the intensity of
an emotion, this process being analogous to
reducing the intensity of an emotional experience
by adopting an alternative approach. Adopting an
active role in game encouraged the participants to
believe that self-directed emotional change was a
realistic and achievable goal (P26).</p>
      <p>Employed as a means of delivering Body
Exposure Therapy for patients with anorexia
nervosa, a VR environment was used to
manipulate the body image of the study
participants. They were first exposed to a virtual
body with their real-size silhouette and body mass
index (BMI) which was gradually manipulated by
applying small BMI increases to the body over
successive sessions. This continued until the
healthy BMI target was reached. The aim of each
session was also to reduce the participant’s initial
(body related) anxiety level by 40%. To induce
full body illusion (FBI) over the virtual body,
visuomotor and visuo-tactile stimulation was
conducted in the beginning of each session. (P32).</p>
      <p>Multisensory experiences with auditory,
olfactory, tactile and vibrotactile cues were often
utilised in exposure settings to augment the
immersive qualities of VR. By increasing the felt
presence of participants, and by creating more
authentic environments, treatment efficacy was
improved. Simple props were already utilised in
the early studies alongside VR, e.g. a furry toy
spider or real railing used to create tactile
experiences for arachnophobes (P10) and
acrophobes (P39), or real aeroplane seats with
vibrating sensations for patients dealing with
aviophobia (P40). The more current platforms,
such as “Virtual Iraq” employed in multitude of
studies (e.g., P18, P27, P34) targeting
combatrelated PTSD in active-duty military personnel,
are highly adjustable with combat-related features
and can be customised to suit user needs.</p>
      <p>Biofeedback (BF) was used to communicate
with the VR environment in only one study
included in this review. As discussed previously,
the “Stressjam” game environment used HRV
biofeedback to provide participants in-game
information about their stress-coping capacity
during an interactive VR experience (P21).</p>
    </sec>
    <sec id="sec-8">
      <title>4. Discussion</title>
      <p>To our knowledge, this scoping review is the
first attempt to outline how immersive VR
technology and its affordances have been utilised
to facilitate ER. Immersive VR and ER have seen
academic attention grow in parallel, yet this
review reveals a notable increase in published
studies combining both areas only recently. ER
has been one of the most studied topics in
psychology over the past two decades, as such it
is unsurprising that studies investigating VR’s
potential in this area are largely from this field.</p>
      <p>This review highlights many benefits afforded
by VR in the promotion of ER. The most obvious
advantage of VR relates to its customisability;
many publications utilising platforms which could
be adapted to the specific needs of individual
users. Second, it is a safe, stable, and predictable
environment, a particular asset when used to
address phobias or traumatic experiences. Finally,
VR was also often found to be a useful alternative
for subjects having difficulties engaging in the
visualization-based practices often required when
using different therapeutic techniques.</p>
      <p>As a result of this scoping review several gaps
in the existing literature have been identified. This
is to be expected as, although publications
included in this work span 25 years, until 2018
publications averaged 1.1 per year before jumping
to 6 per year between 2019 and 2021. Those issues
and areas felt to be fruitful avenues for further
research are discussed below.</p>
      <p>The use of VR as a means of delivering
exposure therapy dominated the reviewed
literature, appearing in over 50% of publications,
albeit the range of specific phobias or disorders
addressed via exposure therapy was reasonably
broad. However, this situation indicates that the
potential of VR is far from being realized. It is the
context of psychoeducation which offers the most
scope for growth with only two identified works
in that area being published in the previous two
years. Indeed, the use of VR for
psychoeducationbased training is not limited to clinical settings;
research integrating ER and psychoeducation into
other forms of workplace training, for example,
affords many possibilities. Such an approach
would build on work which is beginning to utilise
VR when, e.g., training emergency personnel.14 15</p>
      <p>Closely connected to the above point, the
majority of research featured virtual environments
which were designed simply as a direct replication
of in vivo treatments, or as simulations of the
realworld. While the environments featured degrees
of customization and user-centred adaptability
unavailable in vivo, they did not exploit the
affordances of the technology. Further work is
needed to expand upon pilot studies which use VR
to tailor scenarios according to individual
responses, such as with anxiety disorders16.
Interestingly, studies utilizing VR technology’s
affordances more widely, of going beyond the
“real”, have all been published since 2019. The
emergence of research which highlights gameful
affordances of VR in facilitating ER provides an
example of a promising avenue for future research
combining VR, psychoeducation, emotional
management, and gamification17.</p>
      <p>Interestingly, despite the widespread use of
physiological measures our search results featured
very few studies utilizing biofeedback (BF)
technology alongside VR. No doubt, this is
associated with the available technologies given
that several early studies incorporated a range of
multisensory aids to augment VR. Indeed, BF in
VR has increasingly been studied in relation to,
for example, relaxation18, mindfulness19, and as a
game mechanic20.</p>
      <p>A particular issue of interest is that regarding
drop-outs or non-completers; while some studies
found that VR encouraged participation, for
example when using psychoeducation to address
adolescent risk behaviours, those treating
combatrelated PTSD observed the opposite. Both context
of use and target population, therefore, are
particularly important and it cannot be assumed
that the benefits of VR can be equally applied to
all. More research is needed featuring participants
drawn from representative, non-clinical samples.</p>
      <p>The latest research, and the rapid growth of
work in the area, utilising VR technology in the
facilitation of user ER indicate the broadening of
the field and the emergence of new systems and
designs. In addition to more fruitful exploitation
of the affordances of the technology, the future of
VR as a tool for ER lies in highly personalised,
customisable and adaptive implementations3 21.</p>
      <p>Standard limitations apply to any review, and
this work is no exception. The most notable being
that when investigating a multidisciplinary field,
particularly one associated with a developing
technology, it is unlikely that all relevant
publications will be identified despite all best
efforts when constructing the search. This issue is
somewhat mitigated by the fact that backwards
and forwards searches were conducted on all
included hits, indeed these searches returned more
relevant results than the initial searches. Second,
the pre-defined inclusion criteria necessarily
shaped the publications selected for inclusion,
while this is not a limitation in itself, the need to
focus on a specific type of publication, in this case
empirical studies, meant that conceptual or
theoretical works are not featured in this work.</p>
    </sec>
    <sec id="sec-9">
      <title>5. Conclusion</title>
      <p>This work provides an overview of the field
and contexts in which VR has been implemented
to facilitate ER. Results indicate that until
recently, empirical research in the field has
remained somewhat static with a relatively
narrow scope, although the recent increase of
published works, combined with more varied uses
of VR and its’ affordances, suggest a broadening
of the field.</p>
    </sec>
    <sec id="sec-10">
      <title>6. Acknowledgements</title>
      <p>This work was supported by the Foundation of
Economic Education (Grant 190111), the
Academy of Finland (Grant 312396), and the
Academy of Finland Flagship (Grant 337653).</p>
    </sec>
    <sec id="sec-11">
      <title>7. References</title>
    </sec>
    <sec id="sec-12">
      <title>8. List of publications included in review</title>
    </sec>
  </body>
  <back>
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