Technologically altered realities: a realm for new emotions research, training, and management possibilities

Jameson B. G. Härtel, Charmine E.J. Härtel

Research output: Chapter in Book/Report/Conference proceedingChapter (Book)Otherpeer-review

Abstract

Purpose – The purpose of this chapter is to introduce readers to augmented reality (AR), mixed reality (MR), and virtual reality (VR) and provide examples of some of the latest ways that researchers and practitioners are applying these digital technologies to emotions-related topics. This chapter also suggests some aspects of these technologies that emotions researchers and practitioners consider taking advantage of in their own work. Design/Methodology/Approach – The chapter draws on the first author’s experience developing and implementing AR, MR, and VR for serious games applications. Examples are also drawn from recent publications in the area. Findings – The chapter discusses the features and differences between AR, MR, and VR and some of the most popular off-the-shelf tools for researchers and practitioners. It also presents reliable and valid ways these digital technologies have been applied and can be applied. Practical implications – Practically, this chapter provides a state-of-the-art overview of what AR, MR, and VR offer to researchers and practitioners interested in better understanding, supporting, and addressing phenomenon involving human emotion.

Original languageEnglish
Title of host publicationEmotions and Service in the Digital Age
EditorsCharmine E.J. Härtel, Wilfred J. Zerbe, Neal M. Ashkanasy
Place of PublicationBingley UK
PublisherEmerald Group Publishing Limited
Chapter2
Pages19-26
Number of pages8
Edition1st
ISBN (Electronic)9781839092596, 9781839092619
ISBN (Print)9781839092602
DOIs
Publication statusPublished - 2022

Publication series

NameResearch on Emotion in Organizations
Volume16
ISSN (Print)1746-9791

Keywords

  • augmented reality
  • digital stress management
  • emotions research
  • mixed reality
  • technological advances in emotions training
  • video games
  • Virtual reality

Cite this