Investigating the Feasibility of Virtual Reality for Emotion Regulation with Youth
Alexandra Kitson

TL;DR
This paper explores the potential of virtual reality to help teenagers develop emotion regulation skills by simulating emotional experiences, aiming to improve mental health and socio-emotional outcomes.
Contribution
It introduces a novel VR platform designed for youth to practice emotion regulation skills in simulated emotional scenarios, with evaluation plans.
Findings
VR experiences can evoke strong emotional reactions
Preliminary design shows feasibility for emotion regulation training
Potential for scalable mental health interventions
Abstract
The ability to regulate and cope with strong emotions is essential for maintaining our mental health and well-being. However, learning how to emotionally regulate can be a bit of a mystery since it is largely an invisible process and it can be difficult to conjure up strong emotions to practice regulating them. This is where virtual reality (or VR) comes in. VR is a computer-generated 3D environment where the user experiences a simulated world through 360 visuals, stereo audio, and 3D interaction with tracking sensors. VR is a very visceral experience that feels 'real' even though you know it isn't. If a virtual ball came flying at your head, you would duck! My past research shows that we can provide VR experiences that elicit strong emotional reactions so that people can practice coping and regulating their emotional responses. For example, I helped create a VR experience of being in…
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Taxonomy
TopicsVirtual Reality Applications and Impacts
