“…Hence, while context and distinct cues determine which specific emotion is induced, i.e., fear of an approaching werewolf (Felnhofer et al, 2015;Lin, 2017), the level of interactivity adds to the plausibility and realness of the VE (plausibility illusion; Slater, 2009), thereby increasing emotional involvement (Gorini et al, 2010;Diemer et al, 2015) and behavioral realism (Blascovich et al, 2002;Slater, 2009;Kisker et al, 2019a). In particular, the possibility to interact with and within the VE, and to be personally affected by occurring events overcomes the remoteness of conventional screen experiences (Slater, 2009;Lin, 2017;Lin et al, 2018;Lin, 2020;Kisker et al, 2020;Schöne et al, 2019). More than that, the experienced self-efficacy may reinforce the feeling of personal vulnerability to the occurring events (see Lin, 2017;Lin et al, 2018).…”