ArticleFrontiers in psychology2018
Immersive Interactive Technologies for Positive Change: A Scoping Review and Design Considerations.
Article in Frontiers in psychology, 2018. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 17 papers, 2 of them syntheses that pooled it.
What it found
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
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Who cites it
17 citing papers in PubMed, 2 syntheses or guidelines pooled it, 118 citations in OpenAlex.
- Efficacy of bio- and neurofeedback for depression: a meta-analysis.Psychological medicine · 2022Pooled it
- Recommendations for the Design and Implementation of Virtual Reality for Acquired Brain Injury Rehabilitation: Systematic Review.Journal of medical Internet research · 2021Pooled it
- Ego-depletion and motor skill performance under pressure-experimental effects of a short term virtual-reality based mindfulness breathing meditation with integrated biofeedback.Scientific reports · 2024Trial
- A Teaching Kitchen Medical Groups Visit with an eHealth Platform for Hypertension and Cardiac Risk Factors: A Qualitative Feasibility Study.Journal of alternative and complementary medicine (New York, N.Y.) · 2021Trial
- An Exploratory Investigation of the Influence of Setting and Meaning on Emotion Responses to Virtual Reality Environments.Behavioral sciences (Basel, Switzerland) · 2026Article
- Constructing a profound experience model of Chinese Intangible Cultural Heritage Tourism based on grounded theory.PloS one · 2026Article
- Media-Dependent Effects in Heart Rate Variability Biofeedback: A Systematic Review of Extended Reality and Screen-Based Training Approaches.Journal of medical extended reality · 2025Review
- Examining the Use of Virtual Reality to Support Mindfulness Skills Practice in Mood and Anxiety Disorders: Mixed Methods Study.Journal of medical Internet research · 2024Article
- Unveiling the underlying structure of awe in virtual reality and in autobiographical recall: an exploratory study.Scientific reports · 2024Article
- Article
- XR and mental wellbeing: state of the art and future research directions for the Metaverse.Frontiers in psychology · 2024Review
- Agreement of Sleep Measures-A Comparison between a Sleep Diary and Three Consumer Wearable Devices.Sensors (Basel, Switzerland) · 2022Article
- A Mindfulness-Based Brain-Computer Interface to Augment Mandala Coloring for Depression: Protocol for a Single-Case Experimental Design.JMIR research protocols · 2021Article
- Smartphone Time Machine: Tech-Supported Improvements in Time Perspective and Wellbeing Measures.Frontiers in psychology · 2021Article
- Measuring TechnoWellness and Its Relationship to Subjective Well-Being: the Mediating Role of Optimism.Psychology in Russia : state of the art · 2021Article
- Immediate Attention Enhancement and Restoration From Interactive and Immersive Technologies: A Scoping Review.Frontiers in psychology · 2020Article
- Are You Awed Yet? How Virtual Reality Gives Us Awe and Goose Bumps.Frontiers in psychology · 2018Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
3 authors at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
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 positive changes by bringing users' attention to the self-from technologies that show representation of quantified personal data, to technologies that provide experiences that guide the user closer in understanding the self. However, while many designs available today are either built to support or are informed by these aforementioned practices, the question remains: how can we most effectively employ different design elements and interaction strategies to support positive change? Moreover, what types of input and output modalities contribute to eliciting positive states? To address these questions, we present here a state of the art scoping review of immersive interactive technologies that serve in a role of a mediator for positive change in users. We performed a literature search using ACM Digital Library, Web of Science, IEEE Xplore, and Design and Applied Arts Index (beginning of literature-January 1, 2018). We retrieved English-language articles for review, and we searched for published and unpublished studies. Risk of bias was assessed with Downs and Black 26-item QAT scale. We included 34 articles as relevant to the literature, and the analysis of the articles resulted in 38 instances of 33 immersive, interactive experiences relating to positive human functioning. Our contribution is three-fold: First we provide a scoping review of immersive interactive technologies for positive change; Second, we propose both a framework for future designs of positive interactive technologies and design consideration informed by the comparative analysis of the designs; Third, we provide design considerations for immersive, interactive technologies to elicit positive states and support positive change.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.