''I Call Upon a Friend'': Virtual Reality-Based Supports for Cognitive Reappraisal Identified through Co-designing with Adolescents
Authors
VR Medical Training & RehabilitationMental Health Apps & Online Support CommunitiesPsychiatrists & PsychotherapistsPhysical Therapists & Rehabilitation SpecialistsEarly Childhood Educators
Title of the Paper
“I Call Upon a Friend”: Virtual Reality-Based Supports for Cognitive Reappraisal Identified through Co-designing with Adolescents
Bibliographic Information
- Research Domain: Human-Computer Interaction (HCI), Virtual Reality (VR), Adolescent Mental Health, and Emotion Regulation
- Keywords: Co-design, Participatory Design, Emotion Regulation, Cognitive Reappraisal, Mental Health, Adolescents
Research Background and Problem Statement
-
Problem or Challenge:
- Adolescents often face challenges in emotion regulation during their developmental stages (50% of mental health issues manifest before the age of 14).
- Traditional treatments, such as psychotherapy and school counseling, are often complex, inaccessible, or lack appeal, making it difficult to fully meet their needs.
- Adolescents encounter various developmental and practical barriers when attempting to implement and transfer cognitive reappraisal (CR) skills, such as difficulty applying theoretical skills to daily life during emotional peaks.
- While existing technologies have been effective in promoting emotion regulation skills, significant research gaps remain in addressing diverse user needs and in co-design, particularly regarding the untapped potential of VR technology.
-
Significance of the Research:
- Cognitive reappraisal, as a key emotion regulation strategy, is closely associated with positive mental health outcomes, such as improved well-being, social relationships, and life satisfaction.
- Technology can lower barriers to accessing mental health services; VR, as an immersive tool, can simulate real-life scenarios, helping adolescents learn and apply emotion regulation skills more effectively.
-
Motivation and Related Work:
- Current research on VR-based emotion regulation support primarily focuses on adults or fails to fully integrate the real needs of adolescent participants.
- Most existing studies are designed around a single cultural context (e.g., WASP populations), neglecting the impact of diverse racial, cultural, and socioeconomic backgrounds on CR.
Solution
-
Core Method or Solution:
- Conducted three co-design workshops (N=69, ages 15-18), involving adolescents in CR learning and VR application design.
- Used activities rooted in adolescents' lived experiences, including "group reflection," "emotion expression games," and "hands-on creative tools," to explore barriers to emotion regulation and potential solutions.
- Applied scenario instantiation methods to support further optimization of VR-based solutions.
-
Innovations:
- Combined in-depth user interviews with the immersive characteristics of VR technology to propose adolescent-participatory design strategies, enhancing the adaptability and effectiveness of the final solution.
- Systematically analyzed adolescents' lived experiences with cognitive reappraisal across diverse socioeconomic and cultural groups for the first time.
-
Implementation Steps and Key Techniques:
- Emotion Regulation Skills Training: Enhanced participants' understanding of cognitive reappraisal through body perception and CBT-mediated design techniques.
- VR Perception Training: Enabled adolescents to experience VR features through immersive explanations and hands-on use of Meta Quest 2 devices.
- Brainstorming and Creative Realization of VR Support Solutions: Refined adolescents' design ideas using strategies like scenario enactment and physical interaction.
Research Outcomes
-
Specific Findings:
- Identified four major challenges adolescents face in implementing cognitive reappraisal: 1) cognitive freezing during emotional peaks; 2) limited strategy options; 3) inflexibility in imagination; 4) a tendency to focus on external situations rather than self-regulation.
- Proposed four primary functions of VR to support adolescents from their perspective: 1) simulating high-risk scenarios in a low-risk environment; 2) enabling socialized perspective-taking and situational viewpoint shifts; 3) providing multi-sensory embedded feedback mechanisms; 4) designing interactions that externalize internal activities.
- Highlighted the unique potential of VR (e.g., immersion, multi-perspective capabilities) in promoting adolescents' emotion regulation skills.
-
Advantages and Evaluation:
- Compared to traditional therapies and non-VR technological supports, this study offers dynamic and concrete solutions (e.g., scenario reenactment, immersive learning environments, embodied interactions).
- Achieved personalized solutions better suited to adolescents' social dynamics and learning habits through deep engagement with study participants.
-
Experimental and Evaluation Results:
- Adolescents were able to better reflect on life scenarios and articulate their emotion regulation needs through VR design and role-playing.
- The study demonstrated that specific interaction methods, such as body perception tools (e.g., "tableau" drama techniques) and virtual scenario design, help promote cognitive reappraisal skills.
-
Limitations and Future Directions:
- Limitations: The study only covered general emotion regulation scenarios and lacked validation for clinical-grade emotional disorders such as trauma responses and anxiety disorders.
- Future Directions: Further development of VR-integrated cognitive reappraisal support mechanisms; expanding research to more regions and cultural contexts to gain deeper insights into users' emotion regulation needs and technological preferences.
Research Questions / Practical Problems
Question signals indexed for this paper.
help
Research Questions
3- What specific challenges do adolescents face when implementing cognitive reappraisal (an emotion regulation strategy)?Category: XR Clinical, Emotional, and Reflection SupportSimilar questionsarrow_forward
- How can VR help adolescents address cognitive freezing and situational transfer problems in self-regulation?Category: XR Clinical, Emotional, and Reflection SupportSimilar questionsarrow_forward
- How can adolescents express their emotion regulation needs through participatory design and optimize solutions?Category: XR Clinical, Emotional, and Reflection SupportSimilar questionsarrow_forward
lightbulb
Practical Problems
1- Adolescents struggle to apply cognitive reappraisal techniques during emotional peaks to cope with daily stress.Category: XR Clinical, Emotional, and Reflection SupportSimilar questionsarrow_forward
Based on Jaccard similarity of research subtopics & professions (≥60%)
Quick Actions
AdRecommended
Learn AI Coding at CodeNow
open_in_newOpen DOI Link
DOI: https://doi.org/10.1145/3613904.3642723
At a Glance
fact_checkPaper Snapshot
dataset
Source
CHI
calendar_month
Year
2024
emoji_events
Award
No award tagged
group
Authors
7 authors
sell
Subtopics
VR Medical Training & Rehabilitation, Mental Health Apps & Online Support Communities
work
Professions
Psychiatrists & Psychotherapists, Physical Therapists & Rehabilitation Specialists, Early Childhood Educators
article
Content Status
Full text indexed
hub
Related Papers
1 related papers