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This paper examines virtual reality gaming as a form of embodied interaction at the intersection of digital mediation, improvisation, and agency. In VR environments, players act through avatars, and their actions are shaped in real time by shifting relations among embodiment, disembodiment, subjectivity, and intersubjectivity. The analysis brings together Gilles Deleuze and Félix Guattari’s concept of the Body without Organs, Charles Goodwin and Marjorie Harness Goodwin’s work on cooperation and multimodal interaction, and Alessandro Duranti’s account of improvisation. Focusing on Population: One and Richie’s Plank Experience, I argue that improvisation emerges through the unstable relation between the biophysical body and the digital body. Glitches, misalignments, and other breakdowns create moments in which participants must adjust ongoing action spontaneously, thereby destabilizing established physical and linguistic categories. These moments reveal a continuing process of deterritorialization and reterritorialization through which bodies, joint action, and agency are continuously reconfigured.
Extended reality (XR), encompassing virtual reality (VR) and augmented reality (AR), has become a crucial tool in Behavioural Data Science. This chapter explores the applications of XR, VR and AR in this field, with a focus on analysing human behaviour and decision-making in immersive environments. The chapter begins with an overview of XR, VR and AR technologies and their potential in Behavioural Data Science. It discusses the advantages of using immersive environments for studying human behaviour, such as the ability to control and manipulate variables, measure behaviour in real time and simulate complex scenarios. It reviews various applications of XR, VR and AR in Behavioural Data Science. The chapter covers how immersive environments aid in studying decision-making, social interaction, learning, training and cognitive processes, with specific examples like using VR for consumer behaviour studies and AR for employee training. The challenges and opportunities of applying XR, VR and AR in Behavioural Data Science are also discussed. This includes the need for advanced data collection and analysis tools, ethical considerations around data privacy and security and potential new applications in fields like healthcare, education and entertainment. The chapter emphasises the significance of XR, VR and AR in understanding human behaviour and decision-making in immersive environments. It calls for ongoing research to further explore the potential applications of these technologies in Behavioural Data Science and to develop new tools and methods for analysing data from immersive environments.
This chapter begins with a brief overview of the historical connections between the fields of second language acquisition (SLA) and computer-assisted language learning (CALL). We trace the development of this field from its primarily cognitive origins to the social turn in the early 2000s and to the affective turn, with its more recent emphasis on the learner and teacher’s psychology. The latter has led to an increased recognition of the roles of individual learner differences in second and foreign language learning and the investigation of technology on learners’ motivation, emotions and self-regulation of learning both inside and outside of the classroom. The complex interaction between learner-internal and -external factors (including the mediating role of technology) has led to a view of language acquisition as a complex dynamic process, and this is increasingly evident in research on technology-mediated learning. In our synthesis, we classify recent developments into four distinctive, yet interrelated strands: technological developments, theoretical and conceptual developments, pedagogical developments, and methodological developments. In particular, we illustrate these developments with examples of technological and pedagogical innovations used for language learning such as Language MOOCs, augmented and virtual reality, big data, learning analytics and artificial intelligence.
Vestibular dysfunction is common in people with multiple sclerosis (PwMS), but responses to optokinetic stimulation (OKS) across different vestibular conditions remain unclear. This study examined the immediate effects of VR-based OKS on balance and motion sickness in PwMS.
Methods:
Forty-one PwMS and 23 matched healthy controls were included. Participants were classified by videonystagmography into MS with central vestibular involvement (n = 20, Group 1), MS without vestibular involvement (n = 21, Group 2) and healthy controls (n = 23, Group 3). Postural control was assessed with the FreeMED forceplate and VR sickness with the VR Sickness Questionnaire. Individually tailored OKS was delivered using Oculus Quest 2, with assessments immediately before and after stimulation.
Results:
Significant group × time interactions were found for sway length (open eyes [OE] monopodal left p = 0.024, closed eyes [CE] monopodal left p = 0.012, CE monopodal right p = 0.009), average speed (OE bipodal p = 0.004, OE monopodal left p = 0.017, CE monopodal right p = 0.026), mediolateral sway (CE bipodal p = 0.014, OE monopodal right p = 0.038) and anteroposterior sway (OE monopodal left p = 0.013). Post hoc analyses showed reduced sway length in G2 (p = 0.047), reduced average speed in G1 (p = 0.002), increased mediolateral sway in G1, G3 and G2 (p = 0.031, p = 0.026, p = 0.010) and opposite anteroposterior responses, decreasing in G1/G2 but increasing in G3, with differences between G1–G2 and G2–G3 (p = 0.007, p = 0.004). VR sickness scores did not differ between groups (p > 0.05).
Conclusion:
VR-based OKS induced immediate, well-tolerated balance changes in PwMS, with group-specific responses across conditions. Greater destabilization was seen in those with central vestibular involvement. Individualized OKS may promote vestibular adaptation and improve postural control in MS rehabilitation.
Language, emotion, and environment jointly shape how words are processed in real life. This study tested how valence and simulated weather influence bilingual lexical access in virtual reality (VR). Forty Spanish–English bilinguals completed a language-decision task with negative high-arousal and neutral low-arousal words under sunny and rainy conditions. Accuracy was high, with no reliable effects. Reaction times were faster for negative than for neutral words and slower under rain than sun, with no significant language effect. A Weather by Trial Order interaction reflected a practice-related speeding under sun under sunny weather. Valence and weather exerted additive influences, and weather did not modulate language or valence effects. These findings suggest that realistic perceptual load imposes general costs without altering emotional or language-related processing. The study underscores VR’s potential to integrate ecological validity into psycholinguistic paradigms, revealing how intrinsic and extrinsic factors jointly constrain bilingual emotional word processing.
There is increasing demand for high-quality anatomy teaching for medical undergraduates. This study investigates medical students’ perspectives on using virtual reality to learn laryngeal anatomy.
Methods.
Thirty-six Year 4 university teaching hospital medical students participated in a virtual reality laryngeal anatomy learning experience (Oculus Quest 2® headsets). Students interacted with a VR model and completed a confidential feedback survey assessing their virtual reality exposure, learning environment, perceived usefulness and willingness to use virtual reality in future training.
Results.
A total of 75 per cent of students had minimal prior virtual reality exposure. Despite this, 69.5 per cent agreed that virtual reality helped them learn the anatomy better than traditional lectures; 76.1 per cent believed virtual reality enhanced their learning; and 80 per cent expressed willingness to use virtual reality in their training. High satisfaction was reported regarding the learning environment, with 97.2 per cent feeling comfortable and engaged.
Conclusions.
Virtual reality is a useful adjunct to laryngeal anatomy education, providing an interactive, engaging and resource-efficient adjunct to traditional methods.
Auditory verbal hallucinations (AVHs) are common and distressing symptoms across a range of psychiatric disorders, including schizophrenia spectrum disorders. Audio Visual Assisted Therapy Aid for Refractory Auditory Hallucinations (AVATAR) is an innovative therapeutic approach that facilitates dialogue with a digital avatar representing the voices that patients hear.
Aims
This systematic review and meta-analysis aimed to assess the efficacy, tolerability and acceptability of AVATAR therapy in reducing voice-related symptoms.
Method
Following preregistration, we conducted a systematic review and meta-analysis of controlled trials of AVATAR therapy in samples primarily diagnosed with schizophrenia spectrum disorders. PubMed, CINAHL, Embase, PsycInfo, ClinicalTrials.gov, ISRCTN and Web of Science were searched in March 2025. We assessed bias and certainty with the Cochrane Risk-of-Bias 2 tool and the GRADE approach. Random-effects models were used to synthesise outcomes.
Results
Eight AVATAR trials (N = 978) were included. Compared with usual treatment, waitlist and active control groups, AVATAR therapy decreased the primary outcome of AVH severity at post-treatment (Hedges’ g = −0.40, 95% CI −0.54 to −0.25) and short-term follow-up (Hedges’ g = −0.25, 95% CI −0.40 to −0.10). AVH subscales showed small significant effect sizes at post-treatment (frequency: Hedges’ g = −0.38, 95% CI −0.52 to −0.24; distress: Hedges’ g = −0.32, 95% CI −0.46 to −0.18), which were maintained at short-term follow-up. The certainty of evidence was rated moderate for AVH severity at post-treatment. AVATAR therapy was largely tolerable and acceptable, with adverse events mostly unrelated to the treatment and a comparable drop-out rate to control groups.
Conclusions
Findings suggest that AVATAR therapy is effective at reducing AVH symptoms. Considering heterogeneous control groups and less clear evidence for secondary outcomes and longer follow-ups, further research is warranted.
This introduction to the volume explains the origin of these essays, which began as papers given at a workshop to support the development of the Virtual Reality Oracle, which created a virtual reality experience of visiting the ancient Greek oracle of Dodona. An ancient Greek oracular site comprised an encounter with ‘unknowing’: the sanctuary was a space to which visitors brought questions concerned with many different areas of their lives. In that respect, we also drew a parallel with the experience of those who ‘visit’, as researchers, an oracle about which little is certain. The essay then reflects on this process of research, to consider how in examining the way our historical subjects engage with the affordances of their environments, we, in turn, as historians, ourselves engage with the affordances of our historical evidence, using Bakhtin’s theory of the chronotope.
This Element explores online harms experienced by children in the metaverse and considers the implications through a criminological lens. Drawing on research from the VIRRAC project, funded by REPHRAIN, it includes insights from industry experts, practitioners, and young people. The Element examines how criminological theories help us understand children's experiences online, while highlighting gaps in knowledge, resources, and training among professionals responsible for safeguarding against online harms, particularly child sexual exploitation and abuse in metaverse spaces. It explores complexities faced by those trying to detect, prevent, and respond to online harms in immersive environments, revealing the challenges of professional practice in this field. By amplifying children's voices, the Element offers critical findings on their needs for support and safety. Combining research and practical perspectives, it informs future policy and interventions to better protect vulnerable children in virtual reality platforms. This title is also available as Open Access on Cambridge Core.
This chapter positions immersive digital technologies — particularly AI, social media, and VR — as emerging mind-altering forces that rival traditional substances in their capacity to reshape attention, emotion, and identity. It outlines how platforms exploit neurochemical pathways related to novelty, reward, and social validation, fostering dependence and cognitive distortion. The design principles behind addictive digital systems, such as infinite scroll, algorithmic reinforcement, and emotional simulation, are critically examined. The chapter argues that digital environments can produce states analogous to intoxication, including dissociation, flow, and affective deregulation. Special attention is given to the implications for youth development, mental health, and the structure of public discourse. In conclusion, the chapter suggests that digital systems may soon become the dominant agents of altered consciousness, with broad implications for society and governance.
The ’Introduction’ lays the intellectual foundation for the book by situating mind-altering substances within the broader arc of human cultural, neurological, and technological evolution. It argues that altered states of consciousness — whether chemically, behaviourally, or digitally induced — are not peripheral but central to the human experience. The chapter outlines how the search for transcendence, novelty, and meaning has driven innovations in medicine, ritual, and technology across millennia. It introduces the concept of ’experiential adaptation’ to describe how societies continually modify consciousness in response to environmental, social, and symbolic pressures. The introduction also maps out the interdisciplinary methodology of the book, drawing from anthropology, neuroscience, history, digital media studies, and future forecasting. It prepares the reader to navigate a narrative that stretches from Palaeolithic natural and artificial, healthy and pathological, sacred and simulated.
In recent years, utilizing technologies, such as virtual reality in mental healthcare and treatment, has developed significantly. This study aimed to investigate the effect of using virtual reality (VR) technology on controlling anxiety and reducing fear of heights (acrophobia). This study was a randomized controlled trial conducted in Birjand, Iran, in 2020. 120 participants were recruited and randomly allocated into two groups: intervention and control. The intervention group underwent a single simulated exposure to height using a virtual reality headset. The Beck Anxiety Inventory, alongside a researcher-developed questionnaire were administered as pre-tests to assess acrophobia. Data analysis was performed using SPSS version 23, with significance level at 0.05. The intervention group showed significantly reduced anxiety and acrophobia scores immediately and 1 month after exposure (P < 0.05). Post-exposure, both anxiety and acrophobia scores were significantly lower in the intervention group compared to the control group (P = 0.03 and P < 0.001, respectively), with no significant differences between groups before exposure or 1 month later (P > 0.05). The study concluded that VR technology is an effective tool for reducing anxiety and acrophobia. This approach appears to hold significant promise as a therapeutic modality for psychiatrists treating patients with acrophobia.
Chapter 2 shows how when the emperor of innovation isn’t wearing any clothes, upgraders can still see the naked truth of the situation. Zuckerberg promised a metaverse, a new digital reality, that would transform human connection, interaction, and commerce. But this handwavy conception of the future lacked any clear vision, let alone consumer demand. Upgraders were able to spot the folly long before it became one of the largest corporate boondoggles in modern commerce, a shorthand for corporate disfunction. In contrast to the unbridled enthusiasm of innovators, upgraders would have started with the question of why the public would ever want this product in the first place. Instead, Meta tried to sway public opinion with overly rosy futuristic promises, trying to move the market to meet their innovation, rather than solving problems that actually mattered to the public. Like other innovations, the metaverse shows how tech companies ignore the fundamentals of human behavior and social change, dooming their grand visions.
Empathy is essential for designers to obtain a deep understanding of user experiences. It encompasses emotional and cognitive dimensions, combining the ability to resonate with others’ feelings emotionally, and to intellectually grasp their perspective, known respectively as affective and cognitive empathy. While empathy has been recognized as vital in a human-centered design process, empathic interactions with users depend on designers’ innate empathic tendencies, referred to as dispositional empathy, making the interactions prone to bias. This nuanced distinction between designers’ dispositional empathy and the resulting automatic responses to a context-specific user circumstance, known as situational empathy, remains underexplored. This research aims to establish the influence of designers’ dispositional empathy on the resulting situated outcome, thereby determining how empathy is triggered. Through an empirical evaluation using immersive virtual reality (VR) technology, participants embody the perspective of a user with vision impairment. This research reveals a statistically significant relationship between dispositional empathic concern and situational affective responses, and between situational cognitive and situational affective empathy. The findings highlight situational affective empathy as inherently linked to humans’ empathic tendencies, underscoring the significance of contextual elements to elicit cognitive empathy, and the potential for emotional responses to drive further cognitive thinking. Through a deepened understanding of empathy’s nuanced nature, the outcomes establish methods and tools for eliciting and measuring situational cognitive and affective empathy when experienced from a first-person perspective in VR. This research contributes to a broader understanding of the practical implications of constructing and experiencing VR experiences for enhanced designer empathy, facilitating future design innovation through digital contexts.
Virtual reality (VR) can boost charitable attitudes and behavior. In an experiment with 100 participants viewing the content in VR vs. desktop computer, the VR group exhibited significantly higher levels of spatial presence (MD = 1.24, p < .001), attention allocation (MD = . 58, p < .001), spatial situation model building (MD = .47, p = .01), and empathy (MD = .46, p = .049). Donation behavior did not differ between the two groups (p = .36). Both computer and VR viewers shared similar emotions, but VR users felt greater immersion and emotional intensity, perceiving themselves as active participants, while computer viewers took a more passive role. This study generated insights for nonprofits considering VR in their marketing strategies, shedding light on the potential of VR storytelling and its effects on charitable giving.
The article analyses 360° video production in international humanitarian aid nonprofit organizations from 2015 to 2019 as 360° video storytelling is one of the latest innovations in organizational digital communication. Through a content analysis and interviews, a specific use of the 360° video format for particular issues or campaigns in order to bring a distant reality to the organization’s audience has been detected. Thus, putting the users in the shoes of “the other” seems to be the objective pursued. NGOs may soon begin to understand long-term interactivity and engagement not just as action and reaction between organization and receiver (almost non-existent to date), but above all as the receiver’s behaviour, which they may strive to orient towards one of the organization’s end goals, depending on the communication strategy set by the organization’s director. With this objective, common to entities from other sectors, they could be moving towards an innovative conceptualization of engagement.
Mass casualty incidents (MCIs) in high-risk environments pose major challenges for coordinated emergency response. Training is often infrequent, resource-intensive, and lacks interagency consistency. This study explores the use of Virtual Reality (VR) simulation to train responders in the RAMP triage model across emergency services.
Methods
An observational qualitative design was used. Sixteen participants from various emergency services engaged in a VR-based MCI scenario involving 26 patients and hazardous conditions. The scenario required rapid RAMP triage based on essential cues (radial pulse and the ability to follow commands). Structured interviews followed, and data were analyzed thematically.
Results
Three themes emerged: (1) Deficiencies in current training, including inconsistent MCI protocols, lack of guideline familiarity, and limited interagency practice; (2) VR as an effective, low-resource training method enabling repeatable and safe practice—RAMP triage was found intuitive and efficient, even for non-medical personnel; and (3) prerequisites for VR implementation, such as realistic design, technical infrastructure, and stakeholder involvement to support shared understanding.
Conclusion
VR-based MCI training is a feasible and effective supplement to traditional drills. It enables scalable and flexible skill-building, though it should complement and not replace live exercises.
This study explored the prevalence and attributes of triage errors made by emergency responders during virtual reality simulations of mass casualty incidents.
Methods
The study analyzed errors made by 99 emergency responders during their triage and treatment of a mass casualty incident in virtual reality. Responders received training on the Sort, Assess, Life-saving Intervention, Treatment, Transport (SALT) protocol, then responded to a virtual bombed subway station. Responder accuracy, efficiency, and application of treatments were tracked. Error analysis was performed through the lens of human factors. Accordingly, errors were categorized by their nature: either perception, proficiency, or procedure.
Results
Responders correctly triaged 70% of virtual patients, and 78% demonstrated relative efficiency. Interaction times between responders and patients averaged 20 seconds. The time to assess and treat all patients for life-threatening bleeding injuries across the entire scene averaged six minutes. Most errors were related to proficiency (e.g., competence or experience). However, procedural errors (shortcomings of SALT) and perceptual errors (degraded sensory input from programmed environmental chaos, i.e., virtual smoke/debris and louder sound) were also observed. Most errors were related to patients with either respiratory issues or multiple injuries.
Conclusion
Virtual reality (VR) offered a controlled environment for studying errors made by emergency responders in a mass casualty incident, which will lead to improved training and protocols to better prepare them for these events.
Disaster medicine (DM) prepares health care professionals to manage emergencies caused by significant societal disruptions. Training recent graduates and final-year students is an essential element of disaster preparedness. This review aims to examine the use of Virtual Simulation (VS) in undergraduate students’ DM training.
Methods
The research team searched Scopus, PubMed, WOS, and Scielo. The team followed the 6-step approach described by Mak to conduct Scoping Reviews. We identified 262 reports, and 17 articles met the inclusion criteria. We extracted and analyzed data, focusing on educational settings, professions involved, and intervention characteristics. The report followed PRISMA guidelines.
Results
The implementation of VS in DM training has been geographically concentrated, with most studies focused on nursing education. Most programs use virtual reality, with limited augmented or mixed reality integration, principally in nursing students. The training focused primarily on triage, disaster preparedness, evacuation, decontamination, improving knowledge retention, self-confidence, and decision-making.
Conclusions
Although VS has effectively enhanced technical skills and disaster preparedness, its use remains limited in undergraduate health education. Further research is needed to expand its application in interprofessional and non-nursing contexts, with deliberate practice principles to maximize efficiency. Integrating VS into community training can reduce costs and enhance large-scale emergency response.
This chapter considers the impact of digital technologies on Australian poetry, in both its production and its circulation. It charts Australian endeavours in electronic poetry, pointing out its internationalisation of Australian poetry, exploration of tensions between the global and the local, and caution regarding the dangers of increased surveillance. The chapter then discusses the experimentation with hypertext, interactivity, animation and computer coding, including the creation of a new language by mez (Mary-Anne Breeze). It considers the digital manipulation of words and voice and the poetic use of computerised text generation. It traces developments occurring between literature and game, including the use of virtual reality and 3D environments. The chapter also outlines the impact of machine learning on text generation, including the destabilisation of distinctions between human and machine creativity. After discussing the prevalence of multimedia work, it considers Indigenous digitality before turning to digital publishing such as online journals, databases and ebook publications. The chapter concludes with a reflection on the paucity of attention given to digital works in funding and prize culture.