“…In this sense, experiencing a story in a virtual setting can work for other conditions, such as those that target acquiring social skills (e.g., autism), building motivation and changing self-perception (e.g., eating disorders), fighting with negative patterns (e.g., addiction), rehabilitation (e.g., after-stroke), Activities of Daily Living (ADLs) (e.g., movement disorders), and so forth (Roemmele et al, 2017;McMahon, 2022). This application of VR is not novel (for example, Strickland, 1997) but rather an instance of the broad application possibilities of IDNs designed to address and answer needs (Jeffs, 2009) that are more general, such as education, entertainment, training, therapy, and those that are more fine-tuned, such as socialization, rehabilitation, cognitive enhancement (Lányi et al, 2006;Georgiev et al, 2021), building and transferring specific skills (Bryant et al, 2020), fighting with specific habits and behaviors (Rizzo et al, 2000), and reinforcing abilities such as empathy (Fenison, 2020), motivation, and creativity (Hu et al, 2021). This characteristic of interactive immersive technology needs to be understood further, as it might fit into certain niches where other attempts to restore or heal humans' balance of well-being have failed (Coyle et al, 2012).…”