“…With the target of contributing to the development of argumentative and reflexive competencies among the population by applying tools and practices of the entertainment sector, the VR Health Arena could, thirdly, be attributed to research on entertainment–education [ 61 , 62 , 63 , 64 , 65 , 66 , 67 , 68 , 69 , 70 , 71 , 72 , 73 , 74 , 75 ]. Entertainment–education can be defined as the “process of designing and implementing an entertainment program to increase audience members’ knowledge about a social issue, create more favorable attitudes, and change their overt behaviors regarding the social issue” [ 61 ] (p. 82).…”