TY - JOUR
T1 - New Technologies for the Understanding, Assessment, and Intervention of Emotion Regulation
AU - Colombo, Desirée
AU - Fernandez Kirszman, Javier
AU - Palacios, Azucena García
AU - Cipresso, Pietro
AU - Botella, Cristina
AU - Riva, Giuseppe
PY - 2019
Y1 - 2019
N2 - In the last decades, emotion regulation (ER) received increasing attention and became one of the most studied topics within the psychological field. Nevertheless, this construct has not been fully updated with the latest technological advancements. In this perspective, we will show how diverse technologies, such as virtual reality (VR), wearable biosensors, smartphones, or biofeedback techniques, can be applied to the understanding, assessment, and intervention of ER. After providing a brief overview of the currently available technological developments, we will discuss the benefits of incorporating new technologies in ER field, including ecological validity, intervention personalization, and the integration of understudied facets of ER, such as the implicit and interpersonal dimension.
AB - In the last decades, emotion regulation (ER) received increasing attention and became one of the most studied topics within the psychological field. Nevertheless, this construct has not been fully updated with the latest technological advancements. In this perspective, we will show how diverse technologies, such as virtual reality (VR), wearable biosensors, smartphones, or biofeedback techniques, can be applied to the understanding, assessment, and intervention of ER. After providing a brief overview of the currently available technological developments, we will discuss the benefits of incorporating new technologies in ER field, including ecological validity, intervention personalization, and the integration of understudied facets of ER, such as the implicit and interpersonal dimension.
KW - biofeedback
KW - emotion regulation
KW - internet interventions
KW - serious games
KW - smartphones
KW - virtual reality
KW - biofeedback
KW - emotion regulation
KW - internet interventions
KW - serious games
KW - smartphones
KW - virtual reality
UR - http://hdl.handle.net/10807/148002
U2 - 10.3389/fpsyg.2019.01261
DO - 10.3389/fpsyg.2019.01261
M3 - Article
SN - 1664-1078
VL - 10
SP - N/A-N/A
JO - Frontiers in Psychology
JF - Frontiers in Psychology
ER -