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Virtual reality emotion training tool

Periodic Reporting for period 1 - E-Virt (Virtual reality emotion training tool)

Période du rapport: 2023-11-01 au 2025-06-30

The project developed E-Virt, a mobile “serious game” that helps people practice recognizing genuine (non-acted) emotional expressions through engaging gameplay. Its goal is to strengthen emotional awareness and regulation, skills that are particularly valuable for professionals in high-stress fields such as healthcare, education, or security. By combining insights from psychology with modern technology and game design, E-Virt offers an innovative and accessible tool to support mental wellbeing. A central feature is the Virtual Coach, an animated guide originally envisioned to use machine learning to assess users’ emotional states and adapt the training accordingly; while it was not technically possible to realize the full adaptive system within this project, a breathing exercise module was successfully integrated to help players practice emotion regulation in a simple and effective way. From the start, the project emphasized user-centered design, carrying out usability studies and in-depth interviews with professionals in emotionally demanding roles to ensure the game reflects real needs and challenges. The expected impact of E-Virt includes greater emotional literacy, reduced risk of burnout, and improved emotional communication in high-pressure situations. By embedding psychological science at the core of its design, the project demonstrates how EU-funded research can create evidence-based, practical, and innovative tools that enhance wellbeing and resilience across professional sectors and beyond.
The technical and scientific work carried out during the project spanned app development, experimental research, and the creation of emotional training content. The core mobile application, E-Virt, was successfully programmed, incorporating a range of serious game elements designed to train users in recognizing genuine emotional expressions. In parallel, a second app focused on breathing exercises was developed by Diego Arize. A short intervention study using this app demonstrated a measurable reduction in social anxiety symptoms among youth, marking a key scientific achievement.

Two master's students were supervised throughout the project, each contributing to studies on usability and the impact of gamification features within E-Virt. In addition, several experiments were conducted to assess user experience and the effectiveness of the game-based emotion recognition training. These studies included in-depth interviews and testing with professionals in high-stress roles.

Another ongoing output is the development of a unique stimulus database featuring genuine, non-acted emotional expressions. A KIEM grant has been secured to further this work starting in September. Finally, in collaboration with Diego Arize and Iza Korsmit, we are actively pursuing additional funding to expand and refine E-Virt, building on the solid technical and scientific foundation established in this phase.
The E-Virt project has produced a unique combination of mobile gaming, psychological science, and early-stage AI to support emotional skills training—particularly the recognition of genuine, non-acted emotional expressions. This focus on authenticity in emotion, paired with evidence-based gamified interventions, sets E-Virt apart from other digital mental health tools. The breathing app, developed in parallel, has demonstrated measurable reductions in youth social anxiety, further highlighting the project’s applied impact.

Currently, E-Virt is available in Dutch, English, and Portuguese, laying the groundwork for broader internationalization. The inclusion of genuine emotion stimuli and a strong foundation in psychology also positions the project as a valuable resource for both training and research purposes.

For further uptake and success, several key steps are needed. Firstly, we are applying for additional funding through NWO Take-off 2, following support from both the KIEM grant and Take-off 1. However, due to team capacity (notably Iza Korsmit’s temporary leave), progress on the commercialisation track is slower. We also recognize the need for deeper market research: identifying target users, understanding their needs, and determining willingness to pay remain open challenges. Early interviews have provided insights, revealing that users may not initially recognize the value of the product.

Future development will focus on implementing machine learning components to personalize the training experience and expanding the capabilities of the Virtual Coach—potentially through language models that allow users to verbally express their stress. These advancements will further distinguish E-Virt and support its transition from a research prototype to a scalable, market-ready tool.
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