P.E.T.R.A: Persuasive Environment for Tracking and Regulating Arousal and Valence in Virtual Reality

The rising prevalence of gambling, particularly in digital formats, demands innovative approaches to understanding and mitigating Gambling Disorder (GD). Virtual Reality (VR), with its immersive and interactive potential, offers a unique platform to explore the complex interplay of psychological and environmental factors contributing to impulsive gambling behaviors. This research introduces P.E.T.R.A. (Persuasive Environment for Tracking and Regulating Arousal), a novel VR-based environment designed as an amusement park simulation. P.E.T.R.A combines elements inspired by electronic gambling machines (EGMs) with gamification mechanics to study and modulate emotional arousal and valence. Using the Circumplex Model of Emotion, P.E.T.R.A. tracks and analyzes affective states in real-time, providing insights into impulsive decision-making. Preliminary results validate P.E.T.R.A.’s capability to evoke realistic emotional responses and inform future interventions, particularly for cognitive behavioral therapy (CBT). This work aims at demonstrating the potential of VR technologies for GD research, prevention, and therapeutic applications.

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Publication Details

Published
2025-03-08
DOI
https://doi.org/10.1109/vrw66409.2025.00451
Citations
2
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
3.87
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article

P.E.T.R.A: Persuasive Environment for Tracking and Regulating Arousal and Valence in Virtual Reality

Veronica Rossano, Fabio Vito Papapicco, Francesca Cuzzo
2 citations
Virtual Reality Applications and Impacts
3.87
article

P.E.T.R.A: Persuasive Environment for Tracking and Regulating Arousal and Valence in Virtual Reality

Veronica Rossano, Fabio Vito Papapicco, Francesca Cuzzo
article en
2 citations

Abstract

The rising prevalence of gambling, particularly in digital formats, demands innovative approaches to understanding and mitigating Gambling Disorder (GD). Virtual Reality (VR), with its immersive and interactive potential, offers a unique platform to explore the complex interplay of psychological and environmental factors contributing to impulsive gambling behaviors. This research introduces P.E.T.R.A. (Persuasive Environment for Tracking and Regulating Arousal), a novel VR-based environment designed as an amusement park simulation. P.E.T.R.A combines elements inspired by electronic gambling machines (EGMs) with gamification mechanics to study and modulate emotional arousal and valence. Using the Circumplex Model of Emotion, P.E.T.R.A. tracks and analyzes affective states in real-time, providing insights into impulsive decision-making. Preliminary results validate P.E.T.R.A.’s capability to evoke realistic emotional responses and inform future interventions, particularly for cognitive behavioral therapy (CBT). This work aims at demonstrating the potential of VR technologies for GD research, prevention, and therapeutic applications.

University of Bari Aldo Moro (IT)
Climate action
Openalex Percentile: Top 8%
Virtual Reality Applications and Impacts
3.87
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