“…With relatively limited leisure opportunities, these individuals are proposed to be at risk of developing a range of negative psychological symptoms, such as dependant behavioural patterns, learned helplessness and depression (Turner & Beiser, 1990;Turner & Noh, 1988). Conversely, Virtual Reality interventions, as well as everyday online experiences, have been found to provide positive and enjoyable leisure opportunities, and can result in enhanced enthusiasm, promote independence, self-esteem and self-empowerment (Anderberg & Jonsson, 2005;Siriaraya, Ang, & Bobrowicz, 2014;Weiss, Bialik, & Kizony, 2003). The clinical usage for such programs has begun to be used in assessment and as an intervention tool in the rehabilitation of individuals with disabilities and cognitive impairments (Cheung, Maron, Tatla, & Jarus, 2013;Reid, 2002;Resnik, Etter, Klingerm, & Kambe, 2011;Rizzo, Buckwalter, & Van der Zagg, 2002;Yang, Lin, Lin, & Lee, 2013), in addition to showing effectiveness in cognitive rehabilitation in a range of studies (see Larson, Feigon, Gagliardo, & Dvorkin, 2014;Rose, Brooks, & Rizzo, 2005).…”