Evidence map›Paper›PMID 30473673›Full record

ArticleFrontiers in psychology2018

Are You Awed Yet? How Virtual Reality Gives Us Awe and Goose Bumps.

Denise Quesnel, Bernhard E Riecke

Registry-linked trialOpen access · goldAbstract read
In one paragraph

Article in Frontiers in psychology, 2018. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT04611399 (MIND-VR), which is not on this map. Cited by 29 papers.

0numbers the graph read from it
0cells of the map it votes in
29citing papers in PubMed
92.4field-weighted citation impact, top 1% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

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.

2 · The registry

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.

NCT04611399 nacompletednot on this mapstarted 2021, after this paper: background citation

MIND-VR: Virtual Reality for COVID-19 Operators' Psychological Support

TypeinterventionalSponsorFondazione I.R.C.C.S. Istituto Neurologico Carlo BestaRan2021 to 2023Enrolled30ConditionsStress Related DisorderArmsVR for psychoeducation and relaxation, Control (CR)
3 · Its place in the literature

Who cites it

29 citing papers in PubMed, 149 citations in OpenAlex.

  1. Article
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  7. Review
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  14. Virtual Reality for Awe and Imagination.Current topics in behavioral neurosciences · 2023
    Article
  15. Article
  16. Article
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  18. Article
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  20. The unaffordable and the sublime.Continental philosophy review · 2022
    Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

2 authors at 1 institution in 1 country.

Denise QuesneliSpaceLab, School of Interactive Arts and Technology, Simon Fraser University, Surrey, BC, Canada.
Bernhard E RieckeiSpaceLab, School of Interactive Arts and Technology, Simon Fraser University, Surrey, BC, Canada.
Simon Fraser University · CA

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

"Awe" is a category of emotion within the spectrum of self-transcendent experiences. Awe has wellness benefits, with feelings of social interconnectivity and increased life satisfaction. However, awe experiences remain rare in our everyday lives, and rarer in lab environments. We posit that Virtual Reality (VR) may help to make self-transcendent and potentially transformative experiences of awe more accessible to individuals. Here, we investigated how interactive VR as a positive technology may elicit awe, and how features of aesthetic beauty/scale, familiarity, and personalization (self-selection of travel destinations) may induce awe. In this mixed-methods study, participants used an interactive VR system to explore Earth from ground and orbit. We collected: introspective interviews and self-report questionnaires with participants' experience of awe; information on personality traits and gender; and we recorded physiological goose bumps on the skin (using an arm-mounted goose bump camera instrument), which is a documented marker of an awe experience. Results showed that on a scale of 0-100 for self-reported awe, four different interactive VR environments yielded an average awe rating of 79.7, indicating that interactive VR can indeed induce awe. 43.8% of participants experienced goose bumps: awe ratings positively correlated with the occurrence of goose bumps with those who experienced goose bumps having showed significantly higher ratings of awe than those who did not. Most (64%) of the goose bumps occurred when participants self-selected their VR environment. Participant statements from the interviews were characteristic of an awe-inspiring experience, revealed themes of social connection, and usability problems with the VR interface. Personality traits yielded no clear correlation to awe ratings, and females appear to experience more goose bumps than males. In summary: (1) Interactive VR can elicit awe, especially within familiar, self-selected environments; (2) Physiological goose bumps can be recorded to provide reliable, non-intrusive indications of awe; (3) Care must be taken to design interaction interfaces that do not impede awe; and (4) While personality traits are not correlated to awe ratings, goose bumps were experienced more frequently among females. We aim to conduct future studies using custom VR environments, interfaces, and additional physiological measures to provide further insight into awe.

Indexed as

aweemotion inductionemotionsexperience designimmersive technologiespositive technologyvirtual reality

Identifiers

PMID30473673
PMCPMC6237834
OpenAlexW2899546707

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

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.