=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== https://ceur-ws.org/Vol-3147/paper7.pdf
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.                                             Academy of Finland (Grant 312396), and the
    A particular issue of interest is that regarding         Academy of Finland Flagship (Grant 337653).
drop-outs or non-completers; while some studies
found that VR encouraged participation, for
example when using psychoeducation to address
                                                             7. References



                                                        70
[1] Schroeder, R. (1996). Possible worlds: the                   reviews (PRISMA-ScR): checklist and
     social dynamic of virtual reality technology.               explanation. Annals            of        internal
     Westview Press.                                             medicine, 169(7), 467-473.
[2] Garcia-Palacios, A., Hoffman, H. G., Kwong              [12] Paré, G., Trudel, M. C., Jaana, M., & Kitsiou,
     See, S., Tsai, A. M. Y., & Botella, C. (2001).              S. (2015). Synthesizing information systems
     Redefining therapeutic success with virtual                 knowledge: A typology of literature reviews.
     reality exposure therapy. CyberPsychology                   Information & Management, 52(2), 183-199.
     & Behavior, 4(3), 341-348.                             [13] Webster, J., & Watson, R. T. (2002).
[3] Botella, C., Fernández-Álvarez, J., Guillén,                 Analyzing the past to prepare for the future:
     V., García-Palacios, A., & Baños, R. (2017).                Writing a literature review. MIS quarterly,
     Recent progress in virtual reality exposure                 xiii-xxiii.
     therapy for phobias: a systematic review.              [14] Schild, J., Lerner, D., Misztal, S., & Luiz, T.
     Curr. psych. reports, 19(7), 1-13.                          (2018). EPICSAVE—Enhancing vocational
[4] Diemer, J., Pauli, P., and Mühlberger, A.                    training for paramedics with multi-user
     (2015). “Virtual reality in psychotherapy,” in              virtual reality. In 2018 IEEE                 6th
     International Encyclopedia of the Social and                International Conference on Serious Games
     Behavioral Sciences, 2nd, ed J. D. Wright                   and Applications for Health (SeGAH) (pp. 1-
     (Amsterdam: Elsevier), 138–146.                             8). IEEE.
[5] Alexandrovsky, D., Volkmar, G., Spliethöver,            [15] Grabowski, A., & Jach, K. (2021). The use of
     M., Finke, S., Herrlich, M., Döring, T., ... &              virtual reality in the training of professionals:
     Malaka, R. (2020). Playful User-Generated                   with the example of firefighters. Computer
     Treatment: A Novel Game Design Approach                     Animation and Virtual Worlds, 32(2), e1981.
     for VR Exposure Therapy. In Proceedings of             [16] Van Rooij, M., Lobel, A., Harris, O., Smit,
     the Annual Symposium on Computer-                           N., & Granic, I. (2016). DEEP: A
     Human Interaction in Play (pp. 32-45).                      biofeedback virtual reality game for children
[6] Fernández-Álvarez, J., Cipresso, P., Colombo,                at-risk for anxiety. In Proceedings of the
     D., Botella, C., & Riva, G. (2018). Reading                 2016 CHI conference extended abstracts on
     between the lines: A computational                          human factors in computing systems.
     bibliometric analysis on emotion regulation.           [17] Patibanda, R., Mueller, F. F., Leskovsek, M.,
     In International symposium on pervasive                     & Duckworth, J. (2017). Life tree:
     computing paradigms for mental health (pp.                  understanding the design of breathing
     119-128). Springer, Cham.                                   exercise games. Proceedings of the annual
[7] Gross, J. J. (1998). The emerging field of                   symp. on computer-human interaction in
     emotion      regulation:     An    integrative              play.
     review. Review of general psychology, 2(3),            [18] Amores, J., Fuste, A., & Richer, R. (2019).
     271-299.                                                    Deep reality: Towards increasing relaxation
[8] Pizzoli, S. F. M., Mazzocco, K., Triberti, S.,               in VR by Subtly changing light, sound and
     Monzani, D., Alcañiz Raya, M. L., &                         movement based on HR, EDA, and EEG.
     Pravettoni, G. (2019). User-centered virtual                In Extended abstracts of the 2019 CHI
     reality for promoting relaxation: an                        conference on human factors in computing
     innovative      approach.      Frontiers     in             systems.
     psychology, 10, 479.                                   [19] Prpa, M., Tatar, K., Françoise, J., Riecke, B.,
[9] Mallari, B., Spaeth, E. K., Goh, H., & Boyd,                 Schiphorst, T., & Pasquier, P. (2018).
     B. S. (2019). Virtual reality as an analgesic               Attending to breath: exploring how the cues
     for acute and chronic pain in adults: a                     in a virtual environment guide the attention
     systematic review and meta-analysis. Journal                to breath and shape the quality of experience
     of pain research, 12, 2053.                                 to support mindfulness. In Proceedings of the
[10] Liszio, S., Graf, L., & Masuch, M. (2018).                  2018 Designing Interactive Systems
     The relaxing effect of virtual nature:                      Conference.
     immersive technology provides relief in                [20] Houzangbe, S., Christmann, O., Gorisse, G.,
     acute stress situations. Annu. Rev.                         & Richir, S. (2018). Fear as a biofeedback
     Cyberther. Telemed, 16, 87-93.                              game mechanic in virtual reality: Effects on
[11] Tricco, A. C., Lillie, E., Zarin, W., O'Brien,              engagement and perceived usability.
     K. K., Colquhoun, H., Levac, D., ... & Straus,              In Proceedings of the 13th Int. Conference on
     S. E. (2018). PRISMA extension for scoping                  the Foundations of Digital Games.



                                                       71
[21] Parsons, T. D., & Reinebold, J. L. (2012).                   Mast, C. A. (2002). Virtual reality treatment
     Adaptive      virtual   environments   for                   versus exposure in vivo: a comparative
     neuropsychological assessment in serious                     evaluation in acrophobia. Behaviour research
     games. IEEE Transactions on Consumer                         and therapy, 40(5), 509-516.
     Electronics, 58(2), 197-204.                            [P9] Gaggioli, A., Pallavicini, F., Morganti, L.,
                                                                  Serino, S., Scaratti, C., Briguglio, M., ... &
8. List of publications included in                               Riva, G. (2014). Experiential virtual
                                                                  scenarios with real-time monitoring
   review                                                         (interreality) for the management of
                                                                  psychological stress: a block randomized
[P1] Botella, C., García‐Palacios, A., Villa, H.,                 controlled trial. Journal of medical Internet
     Baños, R. M., Quero, S., Alcañiz, M., &                      research, 16(7), e167.
     Riva, G. (2007). Virtual reality exposure in            [P10] Garcia-Palacios, A., Hoffman, H., Carlin,
     the treatment of panic disorder and                          A., Furness III, T. A., & Botella, C. (2002).
     agoraphobia: A controlled study. Clinical                    Virtual reality in the treatment of spider
     Psychology       &     Psychotherapy:       An               phobia: a controlled study. Behaviour
     International Journal of Theory & Practice,                  research and therapy, 40(9), 983-993.
     14(3), 164-175.                                         [P11] Geraets, C. N., Snippe, E., van Beilen, M.,
[P2] Bouchard, S., Dumoulin, S., Robillard, G.,                   Pot-Kolder, R. M., Wichers, M., van der
     Guitard, T., Klinger, E., Forget, H., ... &                  Gaag, M., & Veling, W. (2020). Virtual
     Roucaut, F. X. (2017). Virtual reality                       reality based cognitive behavioral therapy for
     compared with in vivo exposure in the                        paranoia: Effects on mental states and the
     treatment of social anxiety disorder: a three-               dynamics among them. Schizophrenia
     arm randomised controlled trial. The British                 Research, 222, 227-234.
     Journal of Psychiatry, 210(4), 276-283.                 [P12] Hadley, W., Houck, C., Brown, L. K.,
[P3] Bouchard, S., Robillard, G., Giroux, I.,                     Spitalnick, J. S., Ferrer, M., & Barker, D.
     Jacques, C., Loranger, C., St-Pierre, M., ... &              (2019). Moving beyond role-play: evaluating
     Goulet, A. (2017). Using virtual reality in the              the use of virtual reality to teach emotion
     treatment of gambling disorder: the                          regulation for the prevention of adolescent
     development of a new tool for cognitive                      risk behavior within a randomized pilot trial.
     behavior therapy. Frontiers in psychiatry, 8,                Journal of pediatric psychology, 44(4), 425-
     27.                                                          435.
[P4] Cárdenas, G., & De La Rosa, A. (2012).                  [P13] Harris, S. R., Kemmerling, R. L., & North,
     Using virtual reality for PTSD treatment in                  M. M. (2002). Brief virtual reality therapy for
     criminal violence victims. CyberTherapy &                    public speaking anxiety. Cyberpsychology &
     Rehabilitation, 5(1), 65-67.                                 behavior, 5(6), 543-550.
[P5] Concannon, B. J., Esmail, S., & Roberts, M.             [P14] Hoffman, H. G., Garcia-Palacios, A.,
     R. (2020). Immersive virtual reality for the                 Carlin, A., Furness, T. A., & Botella-Arbona,
     reduction of state anxiety in clinical                       C. (2003). Interfaces that heal: coupling real
     interview exams: Prospective cohort study.                   and virtual objects to treat spider phobia.
     JMIR serious games, 8(3), e18313.                            international Journal of Human-Computer
[P6] Côté, S., & Bouchard, S. (2005).                             interaction, 16(2), 283-300.
     Documenting the efficacy of virtual reality             [P15] Jóźwik, S., Cieślik, B., Gajda, R., &
     exposure with psychophysiological and                        Szczepańska-Gieracha, J. (2021a). The Use
     information processing measures. Applied                     of Virtual Therapy in Cardiac Rehabilitation
     psychophysiology and biofeedback, 30(3),                     of Female Patients with Heart Disease.
     217-232.                                                     Medicina, 57(8), 768.
[P7] Difede, J., Cukor, J., Jayasinghe, N., Patt, I.,        [P16] Jóźwik, S., Cieślik, B., Gajda, R., &
     Jedel, S., Spielman, L., ... & Hoffman, H. G.                Szczepańska-Gieracha,         J.      (2021b).
     (2007). Virtual reality exposure therapy for                 Evaluation of the Impact of Virtual Reality-
     the treatment of posttraumatic stress disorder               Enhanced Cardiac Rehabilitation on
     following September 11, 2001. Journal of                     Depressive and Anxiety Symptoms in
     Clinical Psychiatry, 68(11), 1639.                           Patients with Coronary Artery Disease: A
[P8] Emmelkamp, P. M., Krijn, M., Hulsbosch, A.                   Randomised Controlled Trial. Journal of
     M., De Vries, S., Schuemie, M. J., & van der                 Clinical Medicine, 10(10), 2148.



                                                        72
[P17] Kampmann, I. L., Emmelkamp, P. M.,                        of follow-up. Journal of the American
     Hartanto, D., Brinkman, W. P., Zijlstra, B. J.,            Dietetic Association, 109(8), 1427-1432.
     & Morina, N. (2016). Exposure to virtual               [P25] Maravalhas, V., Marques, A., Sousa, S. D.,
     social interactions in the treatment of social             Monteiro, P., & Almeida, R. S. D. (2021,
     anxiety disorder: A randomized controlled                  March). Virtual Reality in the Treatment of
     trial. Behaviour research and therapy, 77,                 Acrophobia. In World Conference on
     147-156.                                                   Information Systems and Technologies (pp.
[P1] Katz, A. C., Norr, A. M., Buck, B., Fantelli,              555-564). Springer, Cham.
     E., Edwards-Stewart, A., Koenen-Woods, P.,             [P26] McLachlan, J., Mehdikhani, M., Larham,
     ... & Andrasik, F. (2020). Changes in                      B., & Centifanti, L. C. M. (2021). Borderline
     physiological reactivity in response to the                Personality Traits and Emotion Regulation
     trauma memory during prolonged exposure                    Strategies in Adolescents: The Role of
     and virtual reality exposure therapy for                   Implicit Theories. Child Psychiatry &
     posttraumatic stress disorder. Psychological               Human Development, 1-9.
     Trauma: Theory, Research, Practice, and                [P27] McLay, R., Ram, V., Murphy, J., Spira, J.,
     Policy.                                                    Wood, D. P., Wiederhold, M. D., ... &
[P19] Kim, H. J., Lee, S., Jung, D., Hur, J. W.,                Reeves, D. (2014). Effect of virtual reality
     Lee, H. J., Lee, S., ... & Cho, C. H. (2020).              PTSD treatment on mood and neurocognitive
     Effectiveness of a participatory and                       outcomes. Cyberpsychology, Behavior, and
     interactive virtual reality intervention in                Social Networking, 17(7), 439-446.
     patients With social anxiety disorder:                 [P28] McLay, R. N., Baird, A., Webb-Murphy, J.,
     longitudinal questionnaire study. Journal of               Deal, W., Tran, L., Anson, H., ... & Johnston,
     medical Internet research, 22(10), e23024.                 S. (2017). A randomized, head-to-head study
[P20] Lindner, P., Dagöö, J., Hamilton, W.,                     of virtual reality exposure therapy for
     Miloff, A., Andersson, G., Schill, A., &                   posttraumatic          stress         disorder.
     Carlbring, P. (2021). Virtual Reality                      Cyberpsychology, Behavior, and Social
     exposure therapy for public speaking anxiety               Networking, 20(4), 218-224.
     in routine care: a single-subject effectiveness        [P29] McLay, R. N., McBrien, C., Wiederhold,
     trial. Cognitive Behaviour Therapy, 50(1),                 M. D., & Wiederhold, B. K. (2010).
     67-87.                                                     Exposure therapy with and without virtual
[P21] Maarsingh, B. M., Bos, J., Van Tuijn, C. F.,              reality to treat PTSD while in the combat
     & Renard, S. B. (2019). Changing stress                    theater:     A     parallel   case      series.
     mindset through Stressjam: a virtual reality               Cyberpsychology, behavior, and social
     game using biofeedback. Games for health                   networking, 13(1), 37-42.
     journal, 8(5), 326-331.                                [P30] Mühlberger, A., Herrmann, M. J.,
[P22] Manzoni, G. M., Cesa, G. L., Bacchetta, M.,               Wiedemann, G., Ellgring, H., & Pauli, P.
     Castelnuovo, G., Conti, S., Gaggioli, A., ... &            (2001). Repeated exposure of flight phobics
     Riva, G. (2016). Virtual reality–enhanced                  to flights in virtual reality. Behaviour
     cognitive–behavioral therapy for morbid                    research and therapy, 39(9), 1033-1050.
     obesity: a randomized controlled study with            [P31] Navarro-Haro, M. V., Modrego-Alarcón,
     1 year follow-up. Cyberpsychology,                         M., Hoffman, H. G., López-Montoyo, A.,
     Behavior, and Social Networking, 19(2),                    Navarro-Gil, M., Montero-Marin, J., ... &
     134-140.                                                   García-Campayo, J. (2019). Evaluation of a
[P23] Manzoni, G. M., Gorini, A., Preziosa, A.,                 mindfulness-based intervention with and
     Pagnini, F., Castelnuovo, G., Molinari, E., &              without virtual reality dialectical behavior
     Riva, G. (2008). New technologies and                      therapy® mindfulness skills training for the
     relaxation: An explorative study on obese                  treatment of generalized anxiety disorder in
     patients with emotional eating. Journal of                 primary care: a pilot study. Frontiers in
     Cybertherapy and Rehabilitation, 1(2), 182-                psychology, 10, 55.
     192.                                                   [P32] Porras-Garcia, B., Ferrer-Garcia, M.,
[P24] Manzoni, G. M., Pagnini, F., Gorini, A.,                  Serrano-Troncoso, E., Carulla-Roig, M.,
     Preziosa, A., Castelnuovo, G., Molinari, E.,               Soto-Usera, P., Miquel-Nabau, H., ... &
     & Riva, G. (2009). Can relaxation training                 Gutiérrez-Maldonado, J. (2021). AN-VR-
     reduce emotional eating in women with                      BE. A Randomized Controlled Trial for
     obesity? An exploratory study with 3 months                Reducing Fear of Gaining Weight and Other



                                                       73
    Eating Disorder Symptoms in Anorexia                      month follow-up of virtual reality and
    Nervosa through Virtual Reality-Based Body                standard exposure therapies for the fear of
    Exposure. Journal of Clinical Medicine,                   flying. Journal of consulting and clinical
    10(4), 682.                                               psychology, 70(2), 428.
[P33] Quero, S., Pérez-Ara, M. Á., Bretón-López,          [P42] Rutkowski, S., Szczegielniak, J., &
    J., García-Palacios, A., Baños, R. M., &                  Szczepańska-Gieracha, J. (2021). Evaluation
    Botella, C. (2014). Acceptability of virtual              of the efficacy of immersive virtual reality
    reality interoceptive exposure for the                    therapy as a method supporting pulmonary
    treatment     of    panic     disorder   with             rehabilitation: A randomized controlled trial.
    agoraphobia. British Journal of Guidance &                Journal of Clinical Medicine, 10(2), 352.
    Counselling, 42(2), 123-137.                          [P43] Safir, M. P., Wallach, H. S., & Bar-Zvi, M.
[P34] Reger, G. M., Smolenski, D., Norr, A.,                  (2012). Virtual reality cognitive-behavior
    Katz, A., Buck, B., & Rothbaum, B. O.                     therapy for public speaking anxiety: one-year
    (2019). Does virtual reality increase                     follow-up. Behavior modification, 36(2),
    emotional engagement during exposure for                  235-246.
    PTSD? Subjective distress during prolonged            [P44] Shah, L. B. I., Torres, S., Kannusamy, P.,
    and virtual reality exposure therapy. Journal             Chng, C. M. L., He, H. G., & Klainin-Yobas,
    of Anxiety Disorders, 61, 75-81.                          P. (2015). Efficacy of the virtual reality-
[P35] Reger, G. M., Holloway, K. M., Candy, C.,               based stress management program on stress-
    Rothbaum, B. O., Difede, J., Rizzo, A. A., &              related variables in people with mood
    Gahm, G. A. (2011). Effectiveness of virtual              disorders: the feasibility study. Archives of
    reality exposure therapy for active duty                  psychiatric nursing, 29(1), 6-13.
    soldiers in a military mental health clinic.          [P45] Szczepańska-Gieracha, J., Cieślik, B.,
    Journal of traumatic stress, 24(1), 93-96.                Serweta, A., & Klajs, K. (2021). Virtual
[P36] Rizzo, A., Reger, G., Gahm, G., Difede, J.,             Therapeutic Garden: A Promising Method
    & Rothbaum, B. O. (2009). Virtual reality                 Supporting the Treatment of Depressive
    exposure therapy for combat-related PTSD.                 Symptoms in Late-Life: A Randomized Pilot
    In Post-traumatic stress disorder (pp. 375-               Study. Journal of Clinical Medicine, 10(9),
    399). Humana.                                             1942.
[P37] Rizzo, A. S., Difede, J., Rothbaum, B. O.,          [P46] Takac, M., Collett, J., Blom, K. J., Conduit,
    Reger, G., Spitalnick, J., Cukor, J., &                   R., Rehm, I., & De Foe, A. (2019). Public
    McLay, R. (2010). Development and early                   speaking anxiety decreases within repeated
    evaluation of the Virtual Iraq/Afghanistan                virtual reality training sessions. PloS one,
    exposure therapy system for combat‐related                14(5), e0216288.
    PTSD. Annals of the New York Academy of               [P47] Villani, D., & Riva, G. (2012). Does
    Sciences, 1208(1), 114-125.                               interactive media enhance the management
[P38] Rothbaum, B. O., Hodges, L., Smith, S.,                 of stress? Suggestions from a controlled
    Lee, J. H., & Price, L. (2000). A controlled              study. Cyberpsychology, Behavior, and
    study of virtual reality exposure therapy for             Social Networking, 15(1), 24-30.
    the fear of flying. Journal of consulting and         [P48] Wallach, H. S., Safir, M. P., & Bar-Zvi, M.
    Clinical Psychology, 68(6), 1020.                         (2009). Virtual reality cognitive behavior
[P39] Rothbaum, B. O., Hodges, L. F., Kooper,                 therapy for public speaking anxiety: a
    R., Opdyke, D., Williford, J. S., & North, M.             randomized       clinical    trial.   Behavior
    (1995). Effectiveness of computer-generated               modification, 33(3), 314-338.
    (virtual reality) graded exposure in the              [P49] Zainal, N. H., Chan, W. W., Saxena, A. P.,
    treatment of acrophobia. Am J psychiatry,                 Taylor, C. B., & Newman, M. G. (2021).
    1(152), 626-628.                                          Pilot randomized trial of self-guided virtual
[P40] Rothbaum, B. O., Anderson, P., Zimand, E.,              reality exposure therapy for social anxiety
    Hodges, L., Lang, D., & Wilson, J. (2006).                disorder. Behaviour research and therapy,
    Virtual reality exposure therapy and standard             147, 103984.
    (in vivo) exposure therapy in the treatment of
    fear of flying. Behavior therapy, 37(1), 80-
    90.
[P41] Rothbaum, B. O., Hodges, L., Anderson, P.
    L., Price, L., & Smith, S. (2002). Twelve-



                                                     74