=Paper=
{{Paper
|id=Vol-3147/paper7
|storemode=property
|title=Virtual reality in emotion regulation: A scoping review
|pdfUrl=https://ceur-ws.org/Vol-3147/paper7.pdf
|volume=Vol-3147
|authors=Anna-Leena Macey,Joseph Macey,Juho Hamari
|dblpUrl=https://dblp.org/rec/conf/gamifin/MaceyMH22
}}
==Virtual reality in emotion regulation: A scoping review==
Virtual reality in emotion regulation: A scoping review Anna-Leena Macey 1, Joseph Macey 1,2 and Juho Hamari 1 1 Gamification Group, Tampere University, Finland. 2 Centre of Excellence in Game Culture Studies, University of Turku, Finland Abstract 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. Keywords 1 Immersive VR, emotion regulation, technological affordances, human-computer interaction, scoping review 1. Introduction adapted to individual user needs4. Furthermore, it provides opportunities beyond simple simulation or replication; by exploiting the technological and Virtual Reality (VR) is an immersive, gameful affordances of VR, novel and innovative multisensory medium which provides the user techniques can be developed to provide more with the experience of being in, and interacting meaningful and affective experiences5. with, an environment other than that in which they Recent years have seen an increasing degree of are physically present1. As affordable VR academic attention paid to the topic of emotional hardware has become more widely available, the regulation (ER); indeed, it has become one of the number of studies investigating VR, spanning most studied concepts within the field of fields from psychology to human-computer psychology during the past two decades6. ER is interaction, is growing rapidly. As such, there is defined as “processes by which individuals an increasing need to understand and study the influence which emotions they have, when they technology and its affordances. have them, and how they experience and express Since the early days of VR, it has been utilised these emotions”7. These processes or regulatory in simulation training and therapeutical contexts strategies can be conscious or subconscious, and to help people deal with challenging, stressful, be used to increase, decrease, or maintain one or and anxiety-inducing situations in safe and more components in emotion generation. controlled environments2. Reviews and meta- While interest in both VR and ER has grown analyses have provided evidence of VR’s in parallel with one another, it is only relatively usefulness in treating diverse clinical conditions3. recently that they have begun to coalesce. As a VR holds much promise as a tool to deliver result of technological developments VR headsets both therapy and training; in addition to offering are becoming both easier to use and more safe and predictable environments, it can be affordable, as such the use of VR technology and 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). CEUR Workshop Proceedings (CEUR-WS.org) 64 virtual environments to help users regulate their The search string used in the query was emotions is a more viable prospect4. composed of three sections: one describing virtual Two main approaches exist to promote reality, the second describing emotion, and the relaxation, stress reduction and ER in virtual third describing the management. These sections environments: the first uses content derived from were built using multiple related terms and classical relaxation techniques as a means to employing wild cards for a comprehensive search enhance users’ well-being at a specific moment, where appropriate. All results were assessed using while the second engages the user in emotional the inclusion and exclusion criteria presented in and behavioural learning processes through more Table 1. These criteria were developed to address customisable virtual environments. While the the aims of the research, as such only studies majority of studies utilise one or the other, greater which specifically promoted long-term ER for potential is offered if they considered in users were included. Additionally, given that this conjunction with one another, thereby providing work is concerned with the use of VR to evoke more effective approaches. See, e.g., Pizzoli et al.8 and assess ER, publications presenting conceptual Whilst the evidence of the usefulness of VR in or theoretical research were excluded. Similarly, treating diverse clinical conditions have been given the potential for confounding issues to provided by reviews and meta-analyses3, the affect small samples, any study with less than 10 purpose of this scoping review is to identify how participants was excluded. Finally, to ensure VR technology and its particular affordances have consistency, only one type of VR hardware was been used to facilitate and promote ER strategies. included: immersive, Head-mounted Displays. Indeed, the use of VR to elicit changes in the emotional state of users has often focused on the Table 1 short-term effects, for example as an analgesic 9, Inclusion and Exclusion Criteria or its potential to alter individual moods10. Such Inclusion criteria Exclusion criteria approaches cannot be considered as constituting Considers VR as Considers VR as mobile VR, ER as they do not engage users in emotional and immersive VR (HMD) CAVE, or other Promotes user emotion User is not active in emotional behavioural learning processes which promote regulation regulation long-term change. Therefore, such works are not Promotes long-term skill within the scope of this review. Focuses on short-term effects development The focus of this work is on experimental and Reports on manipulation Presents only a design for a empirical research investigating both the VR outcomes future study Includes 10 or more Includes less than 10 manipulations employed in treatment and their participants participants context of use. The review aims to provide an Published on pre-print server overview of the field and to identify any gaps Peer-reviewed or other non peer-reviewed which currently exist in the field and the possible forum future research avenues in this increasingly Written in English Written in any other language significant field of research. Legend: VR = Virtual Reality; HMD = Head-mounted display; CAVE = Cave Automatic Virtual Environment 2. Method The initial search produced 1074 hits, after exclusion of review papers, conference reviews, This research used the PRISMA checklist editorials, books and letters 909 results remained. adapted for scoping reviews11 to guide the process Further screening excluded all non-English of data collection, and reporting. The initial search publications, leaving 883 publications. was conducted in February 2021 in the Scopus Subsequent screening removed all duplicate database, one of the largest, multidisciplinary publications; abstracts of remaining publications databases. Conducting the searches in as few were screened to identify publications addressing comprehensive databases as possible instead of the main research question. All publications were several different ones is preferable for purposes of first screened by one author, then reviewed by a rigor and clarity12. To achieve the objectives the second author; any conflicting or unclear literature search in the Scopus database was interpretations were marked for review, discussed conducted using the following search query: and reconciled by the authors to ensure consistency and conceptual clarity. Of the initial TITLE-ABS-KEY ((VR OR "virtual reality") AND (emotion*) AND (train* OR regulation OR management OR results, 16 were retained. Backwards and treatment)) forwards searches were conducted on the 65 remaining publications. A further 183 potential expanded to incorporate both primary and publications were identified, these were screened secondary elements (see Table 2.). to ensure they met the same inclusion criteria as in the initial round, leaving 20 publications. A 3.1. Publications second search on Scopus database was conducted in December 2021 using the identical search Recent years have seen a marked upturn in query as before. This was done to ensure that all published works, with the number of publications the relevant papers published since the initial rapidly increasing from 2019 onwards. It is search were included. This search produced 149 worthy of note that the first publication included (additional) hits, after exclusion of review papers, in this review was published in 1995, yet none conference reviews, editorials, errata and letters were published from 1996 to 1999, or in either 118 results remained. All non-English 2004 or 2013, see fig. 2. Of these publications, the publications were also excluded from the search overwhelming majority, 47 of 49, were journal results, leaving 113 publications, of these five articles with the remaining two publications being publications met the inclusion criteria. Backwards a book chapter and an article published in and forwards searches were conducted on the five additional publications, providing a further eight conference proceedings. publications which met the inclusion criteria. In 10 total, 49 publications were included, see fig. 1. 8 6 4 2 0 1997 2019 1995 1999 2001 2003 2005 2007 2009 2011 2013 2015 2017 2021 Figure 2: Publications by Year 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. Figure 1: Publications Included in Review MinEdu defines scientific fields by combing classifications used by the Scopus and Web of 3. Results Science databases, Norwegian and Danish rating systems, and those of the European Reference A concept matrix13 was used to conduct the Index for the Humanities (ERIH). While some analysis and all publications meeting the inclusion publication venues have a single classification, criteria (N=49) were individually coded according others can have upto four separate classifications, to the following pre-defined concept matrix: as such the cumulative figures below exceed the 1. publication type, field & year total number of papers included in this review. Given that this work is concerned with the 2. context of use & target behaviour subject of VR and emotional management, it is 3. study design unsurprising that the most referenced fields are 4. virtual reality utilisation Psychology (32 hits), Neurology and Psychiatry The concept matrix above was developed prior (16 hits), and Computer and Information Science to the review in order to capture the information (13 hits). There is great diversity evident in the required to achieve the aims of the research11. publication venues, however, with referenced During the review process it was adapted in order fields including Nursing (7 hits), Sociology (6 to fully reflect the nature of the included hits), and Educational Sciences (1 hit). Table 2 publications. For example, context of use was 66 provides a full list of scientific fields served by the VR equivalents. VR-CBT was utilised in treating publications included in this review. gambling disorder (P3), morbid obesity (P22) and paranoid symptoms in psychotic patients (P11). Table 2 Scientific fields represented Table 3 # of Use contexts and fields of application MinEdu Classification hits Primary Target Secondary UC Publication UC Behaviour/Condition Psychology 32 P4, P7, Neurology and psychiatry 16 P18, P27, PTSD P28, P29, Computer and information sciences 13 P34, P35, P36, P37 Nursing 7 P30, P38, Aviophobia Media and communications 6 P40, P41 P6, P10, Sociology 6 Arachnophobia Exposure P14 Biomedicine 5 Therapy Panic Disorder w/wo P1, P33 Agoraphobia Public health care science, environmental and 4 P8, P25, occupational health Acrophobia P39 Agronomy 2 Exam Anxiety P5 P13, P20, Biochemistry, cell and molecular biology 2 PSA P46 Therapy Gynaecology and paediatrics 2 P17, P19, SAD P49 Health care science 2 Gambling Disorder P3 Others 2 Morbid obesity P22 CBT Paranoia P11 Educational sciences 1 PSA P43, P48 Medical and health sciences 1 SAD P2 Psychodynamic Depression & anxiety P45 Neurosciences 1 therapy Body Exposure Other engineering and technologies 1 Anorexia Nervosa P32 Therapy Philosophy 1 Mindfulness GAD P31 Skills Statistics and probability 1 Relaxation P15, P16, Depression & anxiety Visual arts and design 1 Therapy P42 Legend: MinEdu = Finnish Ministry of Education and CBT Stress P9 Culture Database Obesity P23, P24 Stress Relaxation Manage- Mood Disorder P44 Training ment Stress P47 3.2. Context of use and targeted Stress-coping Stress P21 skills behaviours/conditions ER skills Adolescent risk P12 Psycho- building behaviour education Cognitive Borderline The majority of studies included in the review P26 reappraisal Personality Disorder utilized VR in therapeutic contexts (41 Legend: CBT = Cognitive Behavioural Therapy; ER = Emotional publications), exposure therapy (ET) being by far Regulation; GAD = Generalised Anxeity Disorder; PSA = Public the most common field (29 publications). VR was Speaking Anxiety; PTSD = Post-Traumatic Stress Disorder; SAD = Social Anxiety Disorder; UC = Use Context; w/wo = with or used extensively as part of the treatment for post- without traumatic stress disorder (PTSD) (e.g. P4, P28, P34), but also for several phobia: aviophobia In addition to exposure therapy and CBT, VR (P30, P40), arachnophobia (P6), acrophobia (P25) was used to create environments for Ericksonian and panic disorder with or without agoraphobia psychotherapy and relaxation therapy targeting (P33). VR was also applied in exposure therapies depression and anxiety of the elderly (P16), targeting social anxiety disorder (SAD) (P17), patients with cardiovascular disease (P15) and public speaking anxiety (P46) and exam anxiety chronic obstructive pulmonary disorder (P42). of university students (P5). VR was also employed in body exposure therapy VR was also used as part of cognitive treating anorexia nervosa (P32) and in a form of behavioural therapy (CBT) by replacing the in therapy promoting mindfulness skills in patients vivo exposures and behavioural experiments with with generalized anxiety disorder (P31). 67 Other than therapy, VR applications were controls and affected individuals were each employed in studies implementing stress assigned to one of three treatment conditions management protocols and psychoeducation. VR (wait-list control, standard treatment, and VR- offered environments for relaxation training for enhanced treatment) (P14). The most common subjects suffering from obesity (P23), mood approaches, however, used either a two-group or disorder (P44) and psychological stress (P47). A three-group design where VR-enhanced VR game promoting stress-coping skills, aiming approaches were compared to either a control at altering a negative stress mindset of a patient group (wait-list, standard treatment, or healthy population was also investigated (P21). individuals) or a combination of control and In the area of psychoeducation, a VR game standard treatment. The prevalence of studies was also utilized to help young patients with utilising control groups in preference to an AB borderline personality disorder (P26). Another design ensure more robust conclusions can be interactive VR platform was also used for role- drawn from the work. play, supporting adolescents’ ER skills building in The overwhelming majority of works (21 of situations potentially leading towards risk 49) incorporated two measurement points, behaviours (P12). Table 3 provides a full list of baseline (pre-experiment) and post-experiment, a primary and secondary use contexts (UC) and the further 16 incorporated three measurement points, specific behaviours and conditions which were baseline, post-experiment and follow-up (ranging targeted with the use of VR. from one week to one year). While within- subjects analysis exceeded between-subjects 3.3. Study design analysis, 18 and 11 respectively, the majority of works, 20, used both approaches in order to measure individual changes as a result of The focus on empirical works, rather than treatment and changes between treatment groups. theoretical or conceptual pieces, resulted in a Approaches to measurement were evenly situation in which every single publication distributed between the studies: 13 employed both featured in this review took the form of self-reports and physiological measures, 14 quantitative, experimental research. However, employed self-reports only, and 15 employed both there was notable diversity in the design of the self-report measures and clinical assessments. experimental approaches. First, recruitment Only five studies employed clinical assessments, ranged from convenience-samples among the physiological measures and self-reports; two general population (P17), university students studies used clinical assessments only. (P19), or in-patients (P44), to targeted recruitment of individuals who were thought to benefit from new approaches to the management of emotions 3.4. Virtual reality utilization (P27). The nature of the studies, their application and context of use (section 3.2), largely defined Virtual reality was predominantly used to the recruitment of participants, for example create practice environments promoting ER which requiring active service members diagnosed with were safer, more controllable (whether by the combat-related PTSD (P34) or individuals therapist or the users themselves), and recently, affected by anorexia nervosa (P32). Given the more cost-effective. VR was utilised in the specific nature of both conditions, it is majority of the studies included in this review as unsurprising that the samples were dominated by part of existing therapeutic protocols, e.g. ET and males and females, respectively. However, in CBT, functioning as an alternative to in vivo many other studies investigating more generalised exposure. With the rise of low-cost consumer disorders, such as Public Speaking Anxiety, hardware, the possibility of also using VR for self- females dominated the samples, with only four guided exposure has emerged (P49). For this non-PTSD studies using samples where the reason, most VR applications used in the studies number of males exceeded females (P8, 45.45% aimed to simulate real-life scenarios, either to female; P11, 31%; P39, 40%; P46, 48%). expose and desensitize users or to allow certain Second, a number of studies used only a single skills could be practiced via role-play. In several condition, adopting an AB design in order to cases VR was featured as an alternative to assess differences between baseline and post- visualisation (P17, P18), an aid for concentration experiment measures (P44), while another study (P24) or an addition to more traditional treatment adopted a 2x3 design in which a group of healthy protocols for relaxation training (P24, P36). 68 A limited number of implementations went Multisensory experiences with auditory, beyond the “real” and utilised the affordance of olfactory, tactile and vibrotactile cues were often VR technology in order to create more fantastical utilised in exposure settings to augment the and gameful environments. For treating immersive qualities of VR. By increasing the felt depression and anxiety in patient populations, the presence of participants, and by creating more Virtual Therapeutic Garden offered an interactive, authentic environments, treatment efficacy was multisensory (visual, auditory and kinesthetic) improved. Simple props were already utilised in environment, where users could bring a grey, the early studies alongside VR, e.g. a furry toy untidy garden back to life by tending it through spider or real railing used to create tactile completing therapeutic tasks. In this way, the experiences for arachnophobes (P10) and gradually increasing colour palette and growth of acrophobes (P39), or real aeroplane seats with plants both served as a reminder of their progress vibrating sensations for patients dealing with and symbolised their own recovery (P15, P42). aviophobia (P40). The more current platforms, These more playful and, indeed, more gameful such as “Virtual Iraq” employed in multitude of approaches are also reflected in the emergence of studies (e.g., P18, P27, P34) targeting combat- environments which have been created to alter a) related PTSD in active-duty military personnel, stressful mindsets, and b) cognitions about the are highly adjustable with combat-related features flexibility of emotions. In “Stressjam” heart rate and can be customised to suit user needs. variability (HRV) biofeedback was used to Biofeedback (BF) was used to communicate provide participants (both healthy controls and with the VR environment in only one study patient population) information about their included in this review. As discussed previously, capacity to cope with stress, i.e. their the “Stressjam” game environment used HRV “superpower” in the game. They used this skill to biofeedback to provide participants in-game advance in the game: exploring, finding and information about their stress-coping capacity applying effective mechanisms in their bodies to during an interactive VR experience (P21). generate stress or to remain calm. (P21). The educational game “InMind” was employed by 4. Discussion researchers to enable adolescents diagnosed with Borderline Personality Disorder to modify beliefs To our knowledge, this scoping review is the about their ability to affect their own emotions. first attempt to outline how immersive VR During the game participants took charge of technology and its affordances have been utilised changing emotions within the brain by “firing” to facilitate ER. Immersive VR and ER have seen red neurons and transforming them to green, in academic attention grow in parallel, yet this this way they were able to reduce the intensity of review reveals a notable increase in published an emotion, this process being analogous to studies combining both areas only recently. ER reducing the intensity of an emotional experience has been one of the most studied topics in by adopting an alternative approach. Adopting an psychology over the past two decades, as such it active role in game encouraged the participants to is unsurprising that studies investigating VR’s believe that self-directed emotional change was a potential in this area are largely from this field. realistic and achievable goal (P26). Employed as a means of delivering Body This review highlights many benefits afforded by VR in the promotion of ER. The most obvious Exposure Therapy for patients with anorexia advantage of VR relates to its customisability; nervosa, a VR environment was used to many publications utilising platforms which could manipulate the body image of the study be adapted to the specific needs of individual participants. They were first exposed to a virtual users. Second, it is a safe, stable, and predictable body with their real-size silhouette and body mass environment, a particular asset when used to index (BMI) which was gradually manipulated by address phobias or traumatic experiences. Finally, applying small BMI increases to the body over VR was also often found to be a useful alternative successive sessions. This continued until the for subjects having difficulties engaging in the healthy BMI target was reached. The aim of each visualization-based practices often required when session was also to reduce the participant’s initial using different therapeutic techniques. (body related) anxiety level by 40%. To induce As a result of this scoping review several gaps full body illusion (FBI) over the virtual body, in the existing literature have been identified. This visuomotor and visuo-tactile stimulation was is to be expected as, although publications conducted in the beginning of each session. (P32). 69 included in this work span 25 years, until 2018 adolescent risk behaviours, those treating combat- publications averaged 1.1 per year before jumping related PTSD observed the opposite. Both context to 6 per year between 2019 and 2021. Those issues of use and target population, therefore, are and areas felt to be fruitful avenues for further particularly important and it cannot be assumed research are discussed below. that the benefits of VR can be equally applied to The use of VR as a means of delivering all. More research is needed featuring participants exposure therapy dominated the reviewed drawn from representative, non-clinical samples. literature, appearing in over 50% of publications, The latest research, and the rapid growth of albeit the range of specific phobias or disorders work in the area, utilising VR technology in the addressed via exposure therapy was reasonably facilitation of user ER indicate the broadening of broad. However, this situation indicates that the the field and the emergence of new systems and potential of VR is far from being realized. It is the designs. In addition to more fruitful exploitation context of psychoeducation which offers the most of the affordances of the technology, the future of scope for growth with only two identified works VR as a tool for ER lies in highly personalised, in that area being published in the previous two customisable and adaptive implementations3 21. years. Indeed, the use of VR for psychoeducation- Standard limitations apply to any review, and based training is not limited to clinical settings; this work is no exception. The most notable being research integrating ER and psychoeducation into that when investigating a multidisciplinary field, other forms of workplace training, for example, particularly one associated with a developing affords many possibilities. Such an approach technology, it is unlikely that all relevant would build on work which is beginning to utilise publications will be identified despite all best VR when, e.g., training emergency personnel.14 15 efforts when constructing the search. This issue is Closely connected to the above point, the somewhat mitigated by the fact that backwards majority of research featured virtual environments and forwards searches were conducted on all which were designed simply as a direct replication included hits, indeed these searches returned more of in vivo treatments, or as simulations of the real- relevant results than the initial searches. Second, world. While the environments featured degrees the pre-defined inclusion criteria necessarily of customization and user-centred adaptability shaped the publications selected for inclusion, unavailable in vivo, they did not exploit the while this is not a limitation in itself, the need to affordances of the technology. Further work is focus on a specific type of publication, in this case needed to expand upon pilot studies which use VR empirical studies, meant that conceptual or to tailor scenarios according to individual theoretical works are not featured in this work. responses, such as with anxiety disorders16. Interestingly, studies utilizing VR technology’s 5. Conclusion affordances more widely, of going beyond the “real”, have all been published since 2019. The This work provides an overview of the field emergence of research which highlights gameful and contexts in which VR has been implemented affordances of VR in facilitating ER provides an to facilitate ER. Results indicate that until example of a promising avenue for future research recently, empirical research in the field has combining VR, psychoeducation, emotional management, and gamification17. remained somewhat static with a relatively narrow scope, although the recent increase of Interestingly, despite the widespread use of published works, combined with more varied uses physiological measures our search results featured of VR and its’ affordances, suggest a broadening very few studies utilizing biofeedback (BF) of the field. technology alongside VR. No doubt, this is associated with the available technologies given that several early studies incorporated a range of 6. Acknowledgements multisensory aids to augment VR. Indeed, BF in VR has increasingly been studied in relation to, This work was supported by the Foundation of for example, relaxation18, mindfulness19, and as a Economic Education (Grant 190111), the game mechanic20. 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