{"title":"A comparison study between 3D virtual reality art-making and 2D art-making with traditional art materials among adolescents","authors":"Lidice Cohen","doi":"10.1016/j.aip.2023.102089","DOIUrl":null,"url":null,"abstract":"<div><p>This qualitative pilot study investigated the drawing experiences of five adolescent participants to examine virtual reality (VR) as an expressive tool for art therapy for trauma-exposed youth. The participants drew their safe space with traditional art materials (TAM) and then replicated it three-dimensionally utilizing the Oculus Quest for VR artmaking. A phenomenological comparison approach allowed the researcher to explore the data collected through thematic analysis. The investigator presents five themes as the result of five transcribed and coded semi-structured interviews: lack of knowledge/confidence, novelty, empowerment, multisensory, and an unexpected finding of gender-switching to avoid cyberbullying. The results of this pilot study suggest that VR fostered the adolescents’ participation while empowering them to express thoughts, actions, and emotions in nontraditional forms.</p></div>","PeriodicalId":47590,"journal":{"name":"Arts in Psychotherapy","volume":null,"pages":null},"PeriodicalIF":1.5000,"publicationDate":"2023-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Arts in Psychotherapy","FirstCategoryId":"102","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0197455623000965","RegionNum":3,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"PSYCHOLOGY, CLINICAL","Score":null,"Total":0}
引用次数: 0
Abstract
This qualitative pilot study investigated the drawing experiences of five adolescent participants to examine virtual reality (VR) as an expressive tool for art therapy for trauma-exposed youth. The participants drew their safe space with traditional art materials (TAM) and then replicated it three-dimensionally utilizing the Oculus Quest for VR artmaking. A phenomenological comparison approach allowed the researcher to explore the data collected through thematic analysis. The investigator presents five themes as the result of five transcribed and coded semi-structured interviews: lack of knowledge/confidence, novelty, empowerment, multisensory, and an unexpected finding of gender-switching to avoid cyberbullying. The results of this pilot study suggest that VR fostered the adolescents’ participation while empowering them to express thoughts, actions, and emotions in nontraditional forms.
期刊介绍:
The Arts in Psychotherapy is a dynamic, contemporary journal publishing evidence-based research, expert opinion, theoretical positions, and case material on a wide range of topics intersecting the fields of mental health and creative arts therapies. It is an international peer-reviewed journal publishing 5 issues annually. Papers are welcomed from researchers and practitioners in the fields of art, dance/movement, drama, music, and poetry psychotherapy, as well as expressive and creative arts therapy, neuroscience, psychiatry, education, allied health, and psychology that aim to engage high level theoretical concepts with the rigor of professional practice. The journal welcomes contributions that present new and emergent knowledge about the role of the arts in healthcare, and engage a critical discourse relevant to an international readership that can inform the development of new services and the refinement of existing policies and practices. There is no restriction on research methods and review papers are welcome. From time to time the journal publishes special issues on topics warranting a distinctive focus relevant to the stated goals and scope of the publication.