Abstract
This study examines the digital adaptation of the Best Possible Self task within the Minecraft Metaverse, applying the Positive Technology framework. The objectives were to (I) assess the effects of the metaverse-based Best Possible Self on optimism and positive emotions, and (II) evaluate participants' user experience with Minecraft as a psychological intervention tool. 22 participants completed the Best Possible Self task in Minecraft, with pre-and post-task assessments measuring optimism, affective states, and user experience. A behavioral measure was included: after the task, participants could enter a lottery, with their choice serving as a proxy of optimism and risk-taking tendencies. The findings suggest that the digital Best Possible Self task successfully preserved its psychological benefits. Post-task assessments revealed increased optimism, elevated positive affect, and a reduction in negative affect. Participants also reported a positive and engaging experience within the Minecraft Metaverse. 14 out of 22 participants opted into the lottery, and 10 of them expressed confidence in winning, further supporting the task's influence on optimism. These results support the feasibility and effectiveness of the digital transposition of the Best Possible Self task, aligning with the framework of Positive Technology.
| Lingua originale | Inglese |
|---|---|
| Titolo della pubblicazione ospite | SeGAH 2025 - 2025 IEEE 13th Conference on Serious Games and Applications for Health |
| Editore | Institute of Electrical and Electronics Engineers Inc. |
| Pagine | 1-7 |
| Numero di pagine | 7 |
| ISBN (stampa) | 979-8-3315-9920-1 |
| DOI | |
| Stato di pubblicazione | Pubblicato - 2025 |
All Science Journal Classification (ASJC) codes
- Informatica Applicata
- Visione Artificiale e Riconoscimento di Pattern
- Tecnologia dei Media
- Informatica della Salute
- Salute (scienze sociali)
Keywords
- Best Possible Self Task
- Digital Well-being
- Metaverse
- non-immersive VR
- Positive Technology