Emotion, Videogames & Virtual Reality
Immersive environments, from videogames to 3D, offer a unique environment to study emotions, motivation and learning and manipulate online the environment in which individuals evolve.
A first aim of the focus is to develop and promote the use of virtual worlds as powerful, immersive, and interactive environments to induce and study emotions.
A second aim is to develop a collaborative research network (researchers, educators, game designers, clinicians) that share common interests and want to develop projects around the central question of how such technologies can be harnessed for education and learning, with an emphasis on emotion regulation (e.g. vertigo, pain perception) and prosocial competencies (e.g. compassion training, emotion recognition, prosocial behavior).
Finally, the focus also hosts research projects developed to evaluate the impact of videogames on affective and prosocial competences.
TEAM
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Prof. Daphné Bavelier
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Swann Pichon
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Bavelier Daphné
Professor
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Pichon Swann
Senior Researcher