Academia.eduAcademia.edu

Use of Virtual Reality in Psychology

2022, Lecture notes in networks and systems

The field of psychology is advancing with incorporation of immersive technologies and Virtual Environments (VE) in research, treatment, assessment and learning etc. Virtual Reality (VR) is one of the focused sub-domains of immersive technologies that is being used vastly in psychology. This also comes under the paradigm of cyberpsychology. The advancements reported in this area bring the need to understand the benefits provided by virtual reality with respect to human interaction and behavior etc. The published literature available discusses the development and evolution of cyber psychology specifically with respect to virtual reality. To the best of our knowledge the latest developments due to virtual reality in various sub fields of psychology have not been collectively documented so far. This paper provides highlights of the developments and transformations linked with the usage of virtual reality with recommendations about future studies and provides the reader a broader and informed view of this cross-disciplinary area. Moreover, the paper also provides limitations that exist, and considerations required while using VR for a specific treatment or experimentation.

Use of Virtual Reality in Psychology Arhum Hakim1(B) and Sadaf Hammad2 1 School of Social Sciences and Humanities, National University of Sciences and Technology (NUST), Islamabad, Pakistan [email protected] 2 Video Surveillance Lab PNEC-NUST, Karachi, Pakistan Abstract. The field of psychology is advancing with incorporation of immersive technologies and Virtual Environments (VE) in research, treatment, assessment and learning etc. Virtual Reality (VR) is one of the focused sub-domains of immersive technologies that is being used vastly in psychology. This also comes under the paradigm of cyberpsychology. The advancements reported in this area bring the need to understand the benefits provided by virtual reality with respect to human interaction and behavior etc. The published literature available discusses the development and evolution of cyber psychology specifically with respect to virtual reality. To the best of our knowledge the latest developments due to virtual reality in various sub fields of psychology have not been collectively documented so far. This paper provides highlights of the developments and transformations linked with the usage of virtual reality with recommendations about future studies and provides the reader a broader and informed view of this cross-disciplinary area. Moreover, the paper also provides limitations that exist, and considerations required while using VR for a specific treatment or experimentation. Keywords: Immersive technology · Virtual Reality · Cyberpsychology · Psychology 1 Introduction Psychology is a vast discipline involving scientific investigation of mind and behavior. It includes the understanding of mind and how it affects a person’s behavior. Overtime, the field has been expanded into multiple sub-domains including clinical, experimental, educational, child, rehabilitation, sports, and social psychology etc. Similarly, the field of psychology consists of multiple professionals who mainly assess and treat mental health issues, counselors who counsel individuals, and professionals who work for the betterment of a team/organization. Psychology as a field has further progressed with the application of immersive technologies and Virtual Environments (VE). Virtual Reality (VR) is one of the focused sub-domains of immersive technologies that is being used vastly in psychology. In VR the user operates through three dimensional VE and interacts with the environment using sensory inputs from especially designed head and hand gears. The VR headsets are wearable devices having display optic for each eye leveraging 360° view and have onboard or off-board/wired processing options. VR usage in the field of © The Author(s) 2022 C. Biele et al. (Eds.): MIDI 2021, LNNS 440, pp. 208–217, 2022. https://doi.org/10.1007/978-3-031-11432-8_21 Use of Virtual Reality in Psychology 209 psychology has enhanced not only the interaction between people but has also facilitated the researchers to conduct studies that are impossible to carry out in the real world. This research paper highlights the usage of VR and related advancements in major sub-fields of psychology. The rest of the paper is organized as follows. Section 2 briefly represents the background research reported in the area. Applications of VR in various psychology subdomains are presented in Sect. 3. Section 4 highlights some limitations. Section 5 provides the discussion with some future research dimensions and Sect. 6 the conclusion. 2 Background The advancements in the field of psychology in relation to technology has been discussed in literature by the research community. Findings reveal that, in current times, virtual reality appear to be one of the beneficial tools for obtaining effective outcomes with respect to therapy and rehabilitation among patients [1]. Different studies have also highlighted the developments in specific areas of psychology like assessment, diagnosis, treatment, research, and training of trainees etc. [2, 3]. Keeping in view the structure of the paper, we have discussed the related applications in Sect. 3. To the best of our knowledge, there is still a requirement of a document providing a broader spectrum of current developments in psychology with respect to VR. Such a document can facilitate the readers and researchers to acquire a broader picture and significance of incorporating the emerging technologies in the field linked to humans and their mental health. In this paper, we have tried to emphasize the overall usage and benefits that VR has provided in different sub-domains of psychology. Adding to it, gaps in previous studies with recommendations have also been discussed. 3 Application of VR in Major Sub-domains of Psychology 3.1 Clinical Psychology 3.1.1 Application in Therapy Majority of the researchers have documented developments specifically in the domain of mental health. Effective and progressive work regarding VR is being done in treating various mental health issues. The overall treatment aided by VR involves traditional treatment coupled with VR exposure based on the individual needs of the subject. The individualized aspect is determined by thorough and detailed assessment of the individual’s concern, its intensity and overall condition [2]. The effectiveness of VR in terms of satisfaction of individuals has also been assessed through a survey conducted on US Soldiers. The findings of the survey revealed that most of the individuals prefer technology-aided therapy for mental health as compared to the traditional ones [20]. Brief summary of the applications of VR in therapy are appended below: Height Phobia. Literature indicates effectiveness of virtual environments for exposure therapy to treat phobias. An experimental study conducted by Emmelkamp et al. [5] explored the efficacy of utilizing virtual environments coupled with exposure therapy for 210 A. Hakim and S. Hammad treating height phobia. Findings reveal that VR based exposure therapy is very effective compared to traditional exposure therapy as it corroborates the safety of client and doesn’t lead to fear responses that are generally experienced and high in intensity in non-virtual scenarios. It also enables the therapist to facilitate clients with weak imagination. Further, it is found to be cost effective and convenient [3]. Similar experiments and analysis was also indicated by other researchers. For example, in a recent Korean society based systematic review, effectiveness of VR psychotherapy has been analyzed for fear of height with some considerations like cyber sickness and the level of presence felt during the process [4–6]. Anxiety Disorders. Clients having anxiety disorders like Social Anxiety Disorder (SAD), Panic Disorder and Generalized Anxiety Disorder have also benefitted from VR based therapy [2, 7–9]. Further, VR is also being used for alleviating anxiety symptoms through relaxation and mindfulness techniques including breathing exercises [2]. A recent study revealed that VR is also providing stress management and social support to general public during pandemic by screening 3D movie (The Secret Garden) using mobile enabled cardboard VR headsets [10]. Eating Disorders. Studies on eating disorders indicate that VR scenarios and VR based therapy bring more improvement in symptoms of patients compared to traditional therapy. In this domain, the virtual scenarios primarily focus on cravings, body image, and emotional regulation skills [11, 12]. Moreover, Exergames involving various exercises use digital gaming for treating obesity [13]. Addictions. Combined with traditional therapy, VR has been found facilitative in reducing and preventing relapse among clients having substance addiction [14–16]. It majorly focuses on cue exposure and craving of substance [17]. Pain Management. Medicines for pain management can lead to side effects, over usage and dependence in patients [18]. VR is being recently studied for pain management as well. It introduces management of pain through virtual scenarios that facilitate distraction, shifting focus and developing skills to manage pain [19]. Post Traumatic Stress Disorder (PTSD). Literature indicates favorable outcomes in case of PTSD as the symptoms experienced due to traumatic event are found to be reduced with the use of VR [9, 21, 22]. Though more extensive research is required as studies so far have included small sample size, lack of randomization and control groups [8, 23]. False Sensory Experience and Reduced Behavioral Functioning. VR is also being researched for psychotic disorders in which the client has no contact with reality and experience delusions (false beliefs) and hallucinations (false sensory experience) with negative symptoms like reduced emotional and behavioral functioning [9]. Also some related studies conducted reveal that VR with a combination of traditional therapies can help schizophrenic patients to improve their social skills and problem solving linked to daily routine [24, 25]. Further, it is also found to be effective for reducing hallucinations and delusions [26]. Use of Virtual Reality in Psychology 211 3.1.2 Application in Psychological Assessment It is quite difficult to assess individual’s experience, cognitions and behavior with paper and pencil tests. VR enables the professionals to assess the patient under real life situations and provides authentic understanding. This includes individual’s current state based on his/her age and real life experiences thereby making the assessment as accurate as possible. Further, executive functioning of individuals can also be evaluated using VR. This relates to disorders linked with memory issues like Alzheimer’s, Parkinson’s, and traumatic brain injury [27]. A recent experimental study presents that VR based assessment is equally effective compared to the classical way of testing. It provides the clinician to monitor patient’s physiological changes smoothly and helps make the overall assessment comprehensive and accurate [28]. 3.1.3 Application in Clinical Training VR technology is also being applied for training clinical professionals. Skill development can be improved with the help of Virtual Environment (VE) as it can replicate participants and patients virtually and can provide feedback to the trainee therapist. Similarly, system generated virtual practitioners can be offered to the participants using VR and Artificial Intelligence (AI). The virtual practitioner bot can facilitate in recording non-verbal expressions and verbal communication of participant that can further aid in communication with client [29]. 3.2 Experimental Psychology VR has facilitated the researchers in studying psychological phenomenas by simulating real life situations that include cognitive functions like attention, memory, perception, and problem solving etc. Virtual Environment here aids in formulating ecologically valid and flexible settings. It also helps generate varying stimuli and can be used to evaluate multiple responses of the subject. This in-turn enables to evaluate complex behaviors of subjects under different situations [30]. Similarly, a recent review of 2019 about episodic memory research also supports the contribution of VR [31]. 3.3 Child/Developmental Psychology Neuro developmental disorders are common in children. This involves impairment/disturbance in child’s overall functioning related to social life, personal life, education life and motor behavior [32]. In case of neurodevelopmental disorders like autism, intellectual disability, and communication disorders, the focus of intervention is primarily on communication skills. VR has been used to facilitate children with autism in gaining emotional understanding and social conversation as indicated by the studies of Cheng et al. [33] and Horace et al. [34]. Some researchers have tried to assess effectiveness of VR for children with specific developmental issues though due mixed opinions, it requires further studies to evaluate its effectiveness [35]. 212 A. Hakim and S. Hammad 3.4 Educational Psychology The VR technology is also being researched for learning and educational purposes. It can facilitate teachers to make the trainee therapists and students understand complex topic [36]. Prong et al. reports that students studying biology lesson using Virtual Environment indicate high motivation and interest as compared to group of students who are taught using conventional multimedia slides [37]. Overall, VR aided learning boosts motivation, attention and interest [37, 38]. VR further facilitates in visualizing the concepts in a better way that leads to enhanced understanding of concepts. 3.5 Rehabilitation Psychology Rehabilitation psychology is a process that tends to retain plasticity of human brain. The clinical diseases specifically related to brain lead to reduced plasticity. This requires regular training to support creation of new neural pathways [39]. VR is being utilized for numerous medical conditions like stroke, cerebral palsy, traumatic brain injury, and spinal cord injury etc. [40]. Some rehabilitation VR based solutions such as Timocco have been introduced that enables the user to practice rehabilitation at home [41]. 3.6 Sports Psychology VR technology is being used for training of athletes by giving feedback about their performance during practice. Literature indicates that performance of players trained in VR is comparable to players trained in real life environment [42]. A recent study by Farlet et al. indicates that players’ sensory and motor coordination are enhanced using virtual settings [43]. 3.7 Social Psychology VR is also being used in social psychology which includes social and behavioral constructs that are quite difficult to assess in real life [44]. The social constructs include prosocial, aggressive, and discriminating behaviors etc. These social constructs/phenomenas are being studied in depth using Virtual Environments. VR based research provides full control to the observer making it ecologically valid. Behavioral tracing is one of the techniques being used to quantify and understand the construct. In a study by Rizzo et al, head rotation was observed with respect to the construct of attention in a virtual classroom and the symptoms of inattention and hyperactivity were assessed [45]. Further, in [46] author have used virtual settings to evaluate the influence of proxemics (distance among individuals affecting comfort level) and gender of instructor on learning of students [47]. 4 Limitations VR is quite effective for treatment and research purposes but it’s usage can also impact the individuals negatively. Literature reveals some of the possible effects like sickness Use of Virtual Reality in Psychology 213 caused by motion (disturbance in balance), seizures caused by light, physical injuries and fatigue due to prolonged usage, migraines, nausea, trauma, decline in cognitive performance and feelings of physical discomfort [48]. In addition to negative emotions, issues like VR simulation cost, patients getting addicted to VR experience, awareness and attitude of clinicians toward VR are also noteworthy [49]. Therefore, it is crucial for the professionals and researchers to keep the adverse impacts in mind while using VR as an augmenting tool. 5 Discussion Over the years, VR usage has expanded among different areas of psychology making it a promising and revolutionary tool. In this paper, the benefits and advancements with respect to VR in psychology from assessment, treatment and research perspective have been discussed. The literature indicates numerous advantages, for example in clinical and developmental domain, studies indicate that use of VR has effective outcomes with respect to assessment, clinician training and treatment of various mental health disorders. Similarly, VR has been very beneficial in experimental psychology. It helps better understand and study complex phenomenas in relatively efficient way compared to traditional research by making it ecologically valid. In addition, VR has transformed research in the domain of social psychology as it is practically impossible to study implicit constructs in real life situations. VR benefits have also been expanded to the field of sports. Similarly, VR is also effective for teaching and learning purposes as it enables to visualize the concepts. VR has also been instrumental in rehabilitation domain as it facilitates the patients in gaining functional ability and enhanced quality of life. The published literature provides a pool of studies catering VR and its application in major domains of psychology but there are some gaps that can be addressed in future research. Some of the major gaps are appended below for quick reference: • In clinical area, there is inadequate expertise of clinicians in using VR and lack of understanding about the suitability of VR for different individuals. Attitude of patients and professional regarding VR also adds to the gap [50]. • Using VR with children having developmental issues indicate mixed results [51] and the studies have mostly focused on treatment of specific disorders [52, 53]. • Mixed results have been reported for using VR after treatment and at follow up in rehabilitation [54]. • There is a need of standardization (psychometric properties) of VR based assessment method for generalizable results [55]. • Some gaps linked to experiments are indication of mixed results and their relation to factors like presence felt in virtual scenario of an experiment [28]. • For social constructs, issues in construct validity (definition and assessment of construct) and oversimplification of observations noted during research are indicated [47]. • Studies conducted on VR based learning indicate use of inadequate methods to assess learning outcomes [56]. • Few number of studies on skill acquisition of athletes have been reported involving old VR devices. So, latest VR tools need to be explored [43]. 214 A. Hakim and S. Hammad 6 Conclusion Over the years, VR technology has transformed the areas of psychology that includes assessment, training, research and treatment etc. This paper briefly represents the usage of Virtual Environment (VE) in different sub fields of psychology. Though numerous research has been published in this area, however, mostly the findings are derived from experimentation on a limited sample size and under controlled settings. Therefore, there is a need to have standardized design, methodology and data that can be used to gauge the effectiveness of VR in sub domains of psychology. Further, work on personal factors of patients, construct validation and psychometric properties of VR can enhance VR applications in the field of psychology. References 1. Rizzo, A.A., Schultheis, M.T., Kerns, K., Mateer, C.: Analysis of assets for virtual reality applications in neuropsychology. Neuropsychol. Rehabil. 14(1), 207–239 (2004) 2. Maples-Keller, J.L., Bunnell, B.E., Kim, S.J., Rothbaum, B.O.: The use of virtual reality technology in the treatment of anxiety and other psychiatric disorders. Harv. Rev. Psychiatry 25(3), 103–113 (2017) 3. Martin, S.: Virtual Reality Might Be the Next Big Thing for Mental Health. Scientific American Directorate (2019). https://blogs.scientificamerican.com/observations/virtual-rea lity-might-be-the-next-big-thing-for-mental-health/ . Accessed 15 Nov 2021 4. Liu, T., Tang, Z.: Application of virtual reality technology in clinical psychology. In: International Conference on Computer Information and Big Data Applications (CIBDA) (2020) 5. Emmelkamp, P.M., Krijn, M., Hulsbosch, A.M., de Vries, S., Schuemie, M.J., Van der Mast, C.A.: Virtual reality treatment versus exposure in vivo: a comparative evaluation in acrophobia. Behav. Res. Ther. 40(5), 509–516 (2002) 6. Moon, J.C., Jeesu, K., Yeoung-Su, L., Hyung, W.K.: Domestic trend analysis of virtual reality therapy for the treatment anxiety disorders. J. Orient. Neuropsychiatry 31(4), 279–288 (2020) 7. Robillard, G., Bouchard, S., Dumoulin, S., Guitard, T., Klinger, E.: Using virtual humans to alleviate social anxiety: preliminary report from a comparative outcome study. Stud. Health Technol. Inform. 154, 57–60 (2010) 8. Pitti, C., et al.: Agoraphobia: combined treatment and virtual reality. Preliminary results. . Actas espanolas de psiquiatria 36(2), 94–101 (2008) 9. American Psychiatric Association. Diagnostic and statistical manual of mental disorders: DSM-5 (2013) 10. Riva, G., Wiederhold, B.K.: How cyberpsychology and virtual reality can help us to overcome the psychological burden of coronavirus. Cyberpsychol. Behav. Soc. Netw. 5, 227–229 (2020) 11. Marco, J.H., Perpina, C., Botella, C.: Effectiveness of cognitive behavioral therapy supported by virtual reality in the treatment of body image in eating disorders: one-year follow-up. Psychiatry Res. 209, 619–625 (2013) 12. Ferrer-Garcia, M., et al.: A randomized trial of virtual reality-based cue exposure second-level therapy and- cognitive behavior second-level therapy for bulimia nervosa and binge-eating disorder: outcome at six-month followup. Cyberpsychol. Behav. Soc. Netw. 22, 60–68 (2019) 13. Lyons, E.J.: Cultivating engagement and enjoyment in exergames using feedback, challenge, and rewards. Games Health J. 4, 12–18 (2015) Use of Virtual Reality in Psychology 215 14. Choi, J.S., et al.: The effect of repeated virtual nicotine cue exposure therapy on the psychophysiological responses: a preliminary study. Psychiatry Investig. 8(2), 155–160 (2011) 15. Riva, G., Bacchetta, M., Baruffi, M., Molinari, E.: Virtual reality–based multidimensional therapy for the treatment of body image disturbances in obesity: a controlled study. Cyberpsychol. Behav. 4, 511–526 (2001) 16. Pericot-Valverde, I., Secades-Villa, R., Gutiérrez-Maldonado, J.: A randomized clinical trial of cue exposure treatment through virtual reality for smoking cessation. J. Subst. Abuse Treat. 96, 26–32 (2019) 17. Segawa, T., et al.: Virtual reality (VR) in assessment and treatment of addictive disorders: a systematic review. Front. Neurosci. 13, 1409 (2019) 18. Wiederhold, B.K., Soomro, A., Riva, G., Wiederhold, M.D.: Future directions: advances and implications of virtual environments designed for pain management. Cyberpsychol. Behav. Soc. Netw 17, 414–422 (2014) 19. Chan, E., Foster, S., Sambell, R., Leong, P.: Clinical efficacy of virtual reality for acute procedural pain management: a systematic review and meta-analysis. PLoS ONE 13(7), e0200987 (2018) 20. Wilson, J., Onorati, K., Mishkind, M., Reger, M., Gahm, G.A.: Soldier attitudes about technology-based approaches to mental healthcare. Cyberpsychol. Behav. 11, 767–769 (2008) 21. Opriş, D., Pintea, S., García-Palacios, A., Botella, C., Szamosközi, Ş, David, D.: Virtual reality exposure therapy in anxiety disorders: a quantitative meta-analysis. Depress Anxiety 29, 85–93 (2012) 22. Difede, J., Hoffman, H.G.: Virtual reality exposure therapy for world trade center posttraumatic stress disorder: a case report. Cyberpsychol. Behav. 5, 529–535 (2002) 23. Rizzo, A.S., et al.: Development and early evaluation of the virtual Iraq/Afghanistan exposure therapy system for combat-related PTSD. Ann. NY. Acad. Sci. 1208, 114–125 (2010) 24. Rus-Calafell, M., Gutiérrez-Maldonado, J., Ribas-Sabaté, J.: A virtual reality-integrated program for improving social skills in patients with schizophrenia: a pilot study. J. Behav. Ther. Exp. Psychiatry 45, 81–89 (2014) 25. Fernández-Sotosa, P., Fernández-Caballero, A., Rodriguez-Jimenez, R.: Virtual reality for psychosocial remediation in schizophrenia: a systematic review. Eur. J. Psychiatry 34, 1–10 (2020) 26. Veling, W., Moritz, S., Van Der Gaag, M.: Brave new worlds—review and update on virtual reality assessment and treatment in psychosis. Schizophr. Bul. 40(6), 1194–1197 (2014) 27. Zheng, X., Sauzeon, H.: Overview of the research on the application of virtual reality technology to neuropsychological assessment. Adv. Psychol. Sci. 18(3), 511–521 (2010) 28. Roberts, A.C., Yeap, Y.W., Seah, H.S., Chan, E., Soh, C.K., Christopoulos, G.I.: Assessing the suitability of virtual reality for psychological testing. Psychol. Assess. 31(3), 318–328 (2019) 29. Liu, T., Tang, Z.: Application of virtual reality technology in clinical psychology. In: 2020 International Conference on Computer Information and Big Data Applications (CIBDA) (2020) 30. Vasser, M., Kängsepp, M., Kilvits, K., Kivisik, T., Aru, J.: Virtual reality toolbox for experimental psychology—research demo. In: IEEE Virtual Reality (VR), pp. 361–362 (2015) 31. Smith, S.A.: Virtual reality in episodic memory research: a review. Psychon. Bull. Rev. 26(4), 1213–1237 (2019). https://doi.org/10.3758/s13423-019-01605-w 32. American Psychiatric Association: Diagnostic and statistical manual of mental disorders, 5th edn. (2013) 33. Cheng, Y., Huang, C.L., Yang, C.S.: Using a 3D immersive virtual environment system to enhance social understanding and social skills for children with autism spectrum disorders. Focus Autism Other Dev. Disabil. 30(4), 222–236 (2015) 216 A. Hakim and S. Hammad 34. Horace, I., et al.: Enhance emotional and social adaptation skills for children with autism spectrum disorder: a virtual reality enabled approach. Comput. Educ. 117, 1–15 (2018) 35. Bailey, B., Bryant, L., Hemsley, B.: Virtual reality and augmented reality for children, adolescents, and adults with communication disability and neurodevelopmental disorders: a systematic review. Rev. J. Autism Dev. Disord. 1–24 (2021). https://doi.org/10.1007/s40489-02000230-x 36. Code, J., Clark-Midura, J., Zap, N., Dede, C.: The utility of using immersive virtual environments for the assessment of science inquiry learning. J. Interact. Learn. Res. 24(4), 371–396 (2013) 37. Parong, J., Mayer, R.E.: Learning science in immersive virtual reality. J. Educ. Psychol. 110(6), 785–797 (2018) 38. Makransky, G., Andreasen, N.K., Baceviciute, S., Mayer, R.E.: Immersive virtual reality increases liking but not learning with a science simulation and generative learning strategies promote learning in immersive virtual reality. J. Educ. Psychol. 113(4), 719–735 (2021) 39. You, S.H., et al.: Virtual reality-induced cortical reorganization and associated locomotor recovery in chronic stroke: an experimenter-blind randomized study. Stroke 36(6), 1166–1171 (2005) 40. Golomb, M.R., et al.: In-home virtual reality videogame telerehabilitation in adolescents with hemiplegic cerebral palsy. Arch. Phys. Med. Rehabil. 91(1), 1–8 (2010) 41. Li, W., Chau, T., Lam-Damji, S., Fehlings, D.: The development of a homebased virtual reality therapy system to promote upper extremity movement for children with hemiplegic cerebral palsy. Technol. Disabil. 8(3), 107–113 (2009) 42. Neumann, D.L., et al.: A systematic review of the application of interactive virtual reality to sport. Virtual Reality 22(3), 183–198 (2017). https://doi.org/10.1007/s10055-017-0320-5 43. Farley, O.R.L., Spencer, K., Baudinet, L.: Virtual reality in sports coaching, skill acquisition and application to surfing: a review. J. Hum. Sport Exerc. 15(3), 535–548 (2020) 44. Carlo, G., Randall, B.A.: The development of a measure of prosocial behaviors for late adolescents. J. Youth Adolesc. 31, 31–44 (2002). https://doi.org/10.1023/A:1014033032440 45. Rizzo, A.A., Bowerly, T., Buckwalter, J.G., Klimchuk, D., Mitura, R., Parsons, T.D.: A virtual reality scenario for all seasons: the virtual classroom. CNS Spectr. 11(1), 35–44 (2006) 46. Jeong, D.C., Feng, D., Krämer, N.C., Miller, L.C., Marsella, S.: Negative feedback in your face: examining the effects of proxemics and gender on learning. In: Beskow, J., Peters, C., Castellano, G., O’Sullivan, C., Leite, I., Kopp, S. (eds.) IVA 2017. LNCS, vol. 10498, pp. 170–183. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-67401-8_19 47. Haley, E., Yaremych., Susan, P.: Tracing physical behavior in virtual reality: a narrative review of applications to social psychology. J. Exp. Soc. Psychol. 85, 103845 (2019) 48. Erik, V., Price, B. J., Bradley, C.: Direct Effects of Virtual Environments on Users. Handbook of Virtual Environments: Design, Implementation, and Application, pp. 521–529 (2015) 49. Gandhi, R.D., Patel, D.S.: Virtual reality – opportunities and challenges. Int. Res. J. Eng. Technol. (IRJET) 5(1), 482–490 (2018) 50. Riva, G.: Virtual Reality in Clinical Psychology. Reference Module in Neuroscience and Biobehavioral Psychology (2020) 51. Araiza-Alba, P., Keane, T., Beaudry, J.L., Kaufman, J.: Immersive virtual reality implementations in developmental psychology. Int. J. Virtual Real. 20(2), 1–35 (2020) 52. Parish-Morris, J., et al.: Immersive virtual reality to improve police interaction skills in adolescents and adults with autism spectrum disorder: preliminary results of a phase I feasibility and safety trial. Annu. Rev. Cyberther. Telemed. 16, 50–56 (2018) 53. Sahin, N.T., Keshav, N.U., Salisbury, J.P., Vahabzadeh, A.: Safety and lack of negative effects of wearable augmented-reality social communication aid for children and adults with autism. J. Clin. Med. 7(8), 188 (2018) Use of Virtual Reality in Psychology 217 54. Afsoon, A., Taha, S.S., Zahra, S., Peyman, R.H.: Effectiveness of virtual reality- based exercise therapy in rehabilitation: a scoping review. Inform. Med. Unlocked 24, 100562 (2021) 55. Freeman, D., et al.: Virtual reality in the assessment, understanding, and treatment of mental health disorders. Psychol. Med. 47(14), 2393–2400 (2017) 56. Hamilton, D., McKechnie, J., Edgerton, E., Wilson, C.: Immersive virtual reality as a pedagogical tool in education: a systematic literature review of quantitative learning outcomes and experimental design. J. Comput. Educ. 8(1), 1–32 (2020). https://doi.org/10.1007/s40 692-020-00169-2 Open Access This chapter is licensed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made. The images or other third party material in this chapter are included in the chapter’s Creative Commons license, unless indicated otherwise in a credit line to the material. If material is not included in the chapter’s Creative Commons license and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder.