Abstract

In recent years, an increased demand for improving mental health and well-being led to developing procedures capable of enhancing positive experiences. One highly attractive candidate for evoking positive experiences is Virtual Reality (VR), as VR enables users to experience various situations in controlled and safe environments. This overview first investigates how positive emotions, well-being and VR are interconnected. Then, an overview about how and why to induce positive emotions in adult users is provided. Methodological and ethical considerations about VR technology, measurements of VR’s efficacy and user characteristics are reviewed. It emerges that VR is efficient in inducing positive emotions across the adult lifespan and in various settings. Levels of immersion, interactivity, Virtual environment contents, sensory modalities involved and users’ characteristics emerged as key determinants for successfully inducing positive emotions with VR. The main applications of positive VR experiences consist in using VR for relaxation, stress and pain management, motivation for physical activities, and gives promising results for apathy treatment in elderly users. Although VR is efficient in eliciting positive emotions and experiences, the underlying operating mechanisms remain unclear and are yet to be further investigated. Finally, the need for a user-centered approach when designing positive VR experiences, clear guidelines for the use of VR, and a better documentation of its potential adverse effects are addressed.

Highlights

  • IntroductionTaking a stroll in nature, sharing pleasant moments with relatives or friends, traveling and discovering new places

  • 1.1 From Positive Emotions to Well-BeingTaking a stroll in nature, sharing pleasant moments with relatives or friends, traveling and discovering new places

  • The results of the present overview support the claim that the positive emotions induced through virtual reality (VR) provide effective leverage for physical activity (Miragall et al, 2021), alleviating induced stress (Annerstedt et al, 2013; Liszio and Masuch, 2019) or pain (Gordon et al, 2011) in healthy young adults, as well as a promising tool for reducing apathy in elderly users (Moyle et al, 2018; Brimelow et al, 2020)

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Summary

Introduction

Taking a stroll in nature, sharing pleasant moments with relatives or friends, traveling and discovering new places. While all these experiences may seem trivial, they are beneficial for our well-being, thanks to the positive emotions that can emanate from them. There are clear benefits in promoting positive experiences and emotions among healthy, vulnerable and/or isolated adults. Despite the high benefits of positive emotions emanating from the above-mentioned experiences, not Fostering Positive Emotions through VR everyone has regular access to nature walks, social interactions or travel. A critical concern that needs to be addressed is how people can have access to positive experiences for enhancing well-being and mental health. VR is a suitable candidate for promoting positive experiences

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