In the last years, there has been a growing interest in the role of selftranscendent positive emotions - such as awe, elevation and admiration - in fostering wellbeing and personal development. In particular, recent studies suggest that the experience of these emotions can promote self-improvement, prosocial behaviour and feelings of spirituality. The goal of this contribution is to introduce Computer-Mediated Self-transcendence (CMST) as a possible new research pathway in Positive Technology, which refers to the use of interactive technologies for promoting, facilitating or enhancing emotional peak experiences. Specifically, we suggest that the goal of CMST can be achieved by combining virtual reality, videogames and the languages of art, to design mediated transformative experiences that include emotional and epistemic affordances. We describe some early examples of CMST and discuss opportunities and challenges of this approach.
Gaggioli, A., Chirico, A., Triberti, S., Riva, G., Transformative interactions: Designing positive technologies to foster self-transcendence and meaning, <<ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE>>, 2016; 14 (n/a): 169-176 [http://hdl.handle.net/10807/119672]
Transformative interactions: Designing positive technologies to foster self-transcendence and meaning
Gaggioli, Andrea;Chirico, Alice;Triberti, Stefano;Riva, Giuseppe
2016
Abstract
In the last years, there has been a growing interest in the role of selftranscendent positive emotions - such as awe, elevation and admiration - in fostering wellbeing and personal development. In particular, recent studies suggest that the experience of these emotions can promote self-improvement, prosocial behaviour and feelings of spirituality. The goal of this contribution is to introduce Computer-Mediated Self-transcendence (CMST) as a possible new research pathway in Positive Technology, which refers to the use of interactive technologies for promoting, facilitating or enhancing emotional peak experiences. Specifically, we suggest that the goal of CMST can be achieved by combining virtual reality, videogames and the languages of art, to design mediated transformative experiences that include emotional and epistemic affordances. We describe some early examples of CMST and discuss opportunities and challenges of this approach.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.