2018
DOI: 10.3389/fpsyg.2018.01354
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Immersive Interactive Technologies for Positive Change: A Scoping Review and Design Considerations

Abstract: Practices such as mindfulness, introspection, and self-reflection are known to have positive short and long-term effects on health and well-being. However, in today's modern, fast-paced, technological world tempted by distractions these practices are often hard to access and relate to a broader audience. Consequently, technologies have emerged that mediate personal experiences, which is reflected in the high number of available applications designed to elicit positive changes. These technologies elicit positiv… Show more

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Cited by 84 publications
(49 citation statements)
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“…Since induction of such positive emotions and improvement to attitudes are possible through VR ( Riva et al, 2016 ), the implications for changes to an individual’s well-being are encouraging. Several VR environments have been created in the past several decades that may be categorized as a form of “positive technology” with wellness outcomes, and researchers together with designers are exploring this maturing area ( Riva et al, 2012 ; Riva et al, 2016 ; Baños et al, 2017 ; Gaggioli et al, 2017 ; Kitson et al, 2018 ).…”
Section: Virtual Reality As a Potential Solution For Eliciting Awementioning
confidence: 99%
“…Since induction of such positive emotions and improvement to attitudes are possible through VR ( Riva et al, 2016 ), the implications for changes to an individual’s well-being are encouraging. Several VR environments have been created in the past several decades that may be categorized as a form of “positive technology” with wellness outcomes, and researchers together with designers are exploring this maturing area ( Riva et al, 2012 ; Riva et al, 2016 ; Baños et al, 2017 ; Gaggioli et al, 2017 ; Kitson et al, 2018 ).…”
Section: Virtual Reality As a Potential Solution For Eliciting Awementioning
confidence: 99%
“…The common classifications by gender and age impact the interaction with ICT and participation in cultural content [6]. Not all consumers behave or have similar levels of enjoyment when interacting with VR experiences [7]. A significant percentage of the population has accessibility needs, which is augmented by the increasing ageing population.…”
Section: Societal Impactmentioning
confidence: 99%
“…Interactive technologies are unique, as they encourage the user to modify the form and content of digital environments in real time (Steuer, 1992;Rubio-Tamayo et al, 2017). This is typical of challenge-based interactions found in digital games (Jin, 2012), certain mobile apps, and experimental setups designed for positive human functioning (Kitson et al, 2018;Niksirat et al, 2019). For the wider population, interactive experiences are most prominent within video games, ranging from simplistic, satisfying interactions in casual video games like Bejeweled (PopCap Games, 2001) or Angry birds (Rovio Entertainment, 2009), to more fast-paced, demanding interactions in action video games like Call of Duty (Infinity Ward, 2003) or League of Legends (Riot Games, 2009).…”
Section: Interactive and Immersive Technologiesmentioning
confidence: 99%