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All Case Studies

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Well-being in Fitness Apps

Elicit joy through positive emotions in fitness apps to counter hedonistic adaptation and promote self-efficacy to promote consistency.

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Emotional Recognition for Autistic Individuals

Increase joy for autistic individuals to minimize social anxiety, bridge the communication gap and create a greater mutual understanding between neurodiverse and neurotypical people for a more inclusive world.

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VR Documentary Storytelling

The purpose of this study is to gain a comparative understanding of the influence of the presented content, whether in 360 VR or in film, on the elicited emotions and degree of empathy via immersive presence.

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VFX in VR Game Play to Elevate Joy

To examine the effect of the variable "VFX," the real-world game Jenga (a game of physical skill) against the two versions- VR Jenga VFX in VR Jenga.

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Exploring the characteristics of joy generated by addictive satisfaction in violent video games, enhancing the experience of players when playing video games, training their empathy thereby achieving a reduction in the motivation of players to produce anti-social behaviours, and enhancing their pro-social competence.

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MIIND

Building for Joy in the Digital World

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