A Review of Interactive Technologies as Support Tools for the Cultivation of Mindfulness
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Digital technologies, such as virtual reality apps, can support mindfulness practice.
“Digital technologies, such as virtual reality (VR) apps, can support mindfulness practice.”
From Examining the Use of Virtual Reality to Support Mindfulness Skills Practice in Mood and Anxiety Disorders: Mixed Methods Study (2024) · cites this paper as [17]
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Understanding How Virtual Reality Can Support Mindfulness Practice: Mixed Methods Study
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“However, in Sliwinski et al. (2017), virtual reality is not covered in an exhaustive way (only 5 papers).”
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“Technology-delivered mindfulness-based interventions have proven to be successful in improving well-being [27-29], including reductions in anxiety, depression, and stress [20,30-36].”
Immersive Interactive Technologies for Positive Change: A Scoping Review and Design Considerations
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“Our finding is supported by other research that shows biofeedback is effective in interactive technologies aimed at improving mindfulness (for a review see Sliwinski et al., 2017).”
BackgroundWherever you go, there you become: How mindfulness arises in everyday situations
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“In that vein, digital aids and interactive technologies are of particular importance for the widespread dissemination of mindfulness training [21,23].”
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“…self-enhancement and stress management of meditation may be improved by supporting practice with noninvasive and highly-usable biofeedback or neurofeedback devices (Balconi, Fronda, Venturella, & Crivelli, 2017; Crivelli, Fronda, Venturella, & Balconi, 2018; Sliwinski, Katsikitis, & Jones, 2017).”
MethodEvoking Physiological Synchrony and Empathy Using Social VR With Biofeedback
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“In some of the meditation traditions the observing of breathing is an integral part of the practice and, possibly due to the improved emotion regulation by the awareness of one’s own internal states, mindful breathing has been shown to be related to less mind-wandering and better mood [22], [23], [24].”
BackgroundGamification: a Novel Approach to Mental Health Promotion
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“Personalization may incur costs such as the time and resources required to develop and implement a highly customized gamified intervention [57–59].”
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“Many technologies developed to support meditation, thus, actually promote motivation by providing tips, sharing of results and experience in dedicated communities, plotting statistics, tracking advances, giving rewards, and setting milestones to reach in practice [69].”
BackgroundCrivelli, D., Fronda, G., Venturella, I., & Balconi, M. (2018) · Mindfulness · doi:10.1007/s12671-018-0975-3 · Cited by 64 · see citing works
ZenVR: Design Evaluation of a Virtual Reality Learning System for Meditation
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“The limitations of technology-mediated guided meditation is shared by most experts as stimulation-dependent design overtaking the agency of the meditator [38, 47, 55].”
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“Biofeedback and other traditional methods to practice ER are hard to perceive by individuals,since they would need to invest a significant amount of time in training or need the supervision of a therapist, which can be time and cost prohibitive [10].”
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Neurocognitive Enhancement Effects of Combined Mindfulness–Neurofeedback Training in Sport
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“Although less explored, the tangible interaction approach to support meditation has also started to receive attention in HCI [49,59,65].”
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“Recent research supports the promise of technology (eg, Web-based training and mobile apps) for teaching mindfulness [19,20], including for smoking cessation [21-23].”
Balconi, M., Crivelli, D., & Angioletti, L. (2019) · Frontiers in Neuroscience · doi:10.3389/fnins.2019.00996 · Cited by 37 · see citing works
“Recently, it has been suggested that self-enhancement may be even boosted by supporting mindfulness meditation practices with wearable, non-invasive and highly usable NF tools (Balconi et al., 2017; Sliwinski et al., 2017; Crivelli et al., 2018).”
BackgroundFrom Ancient Contemplative Practice to the App Store
Lukoff, K., Lyngs, U., Gueorguieva, S., Dillman, E., Hiniker, A., & Munson, S. A. (2020) · Designing Interactive Systems Conference · doi:10.1145/3357236.3395444 · Cited by 37 · see citing works
“activity, with the key features of these apps — audio-guidance, video-guidance, and timers — mirroring findings in previous reviews [66, 83].”
ResultTuerk, P. W., Schaeffer, C. M., Mcguire, J. F., Larsen, M. A., Capobianco, N. B., & Piacentini, J. C. (2019) · Current Psychiatry Reports · doi:10.1007/s11920-019-1092-2 · Cited by 34 · see citing works
Digital Technology, Meditative and Contemplative Practices, and Transcendent Experiences
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“Other research has focused on how to utilize digital technologies to monitor mindfulness and meditation [47, 49, 58], to optimize meditation [35], to evaluate mindfulness or meditation apps [9, 54], or to gamify meditation [57, 59].”
BackgroundFarrall, A., Taylor, J., Ainsworth, B., & Alexander, J. (2023) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3544548.3581188 · Cited by 32 · see citing works
“A multitude of reviews highlight the technology-enabled mental health design space, from synthesizations surrounding implementations for affective health [96], behavioural [35], mindfulness [104, 109], psychosocial [45], and emotional regulation [105, 116] technologies, to their employed engagement strategies [6, 55,…”
BackgroundBarton, A. C., Sheen, J. A., & Byrne, L. K. (2020) · Frontiers in Psychology · doi:10.3389/fpsyg.2020.02050 · Cited by 35 · see citing works
“This involved searching reference lists and tables of included studies in a series of reviews: the use of interactive technologies for mindfulness (Sliwinski et al., 2017), immersive interactive technologies for positive change (Kitson et al.”
BackgroundMethodBlackmore, R., Giles, C., Tremain, H., Kelly, R., Foley, F., Fletcher, K., Nedeljkovic, M., Wadley, G., Seabrook, E., & Thomas, N. (2024) · Journal of Medical Internet Research · doi:10.2196/45640 · Cited by 27 · see citing works
“Interactive and immersive technologies, such as VR apps, may support components of mindfulness, such as emotion regulation and attention [17].”
Roquet, C. D., Sas, C., & Potts, D. (2021) · Human-Computer Interaction · doi:10.1080/07370024.2021.1968864 · Cited by 23 · see citing works
“…growing range of technologies supporting mindfulness training from commercial smartphone apps (Daudén Roquet & Sas, 2018) to interactive systems (Sliwinski et al., 2017; Terzimehić et al., 2019); most of which are tailored to support focused attention practices, and often through guided…”
BackgroundMiller, N., Stepanova, E. R., Desnoyers-Stewart, J., Adhikari, A., Kitson, A., Pennefather, P. P., Quesnel, D. T., Brauns, K., Friedl-Werner, A., Stahn, A. C., et al. (2023) · Designing Interactive Systems Conference · doi:10.1145/3563657.3595998 · Cited by 23 · see citing works
“Human–computer interaction (HCI) research has been exploring technology to assist meditation practice [112, 123] with the aim of capturing meditation’s well-being outcomes [54, 91].”
BackgroundCo-designing Magic Machines for Everyday Mindfulness with Practitioners
Li, J., Kwon, N., Pham, H., Shim, R., & Leshed, G. (2023) · Designing Interactive Systems Conference · doi:10.1145/3563657.3595976 · Cited by 19 · see citing works
“Previous research has reviewed diferent mindfulness technologies such as mindfulness mobile apps [19, 44] and immersive technologies [68], and provided frameworks to classify mindfulness technologies [72, 78].”
Shi, Z., Chen, H., Velentza, A.-M., Liu, S., Dennler, N. S., O'Connell, A., & Matarić, M. J. (2023) · ACM/IEEE International Conference on Human-Robot Interaction (HRI) · doi:10.1145/3568162.3576987 · Cited by 16 · see citing works
“To expand access, past work has studied technology-based methods for administering mindfulness practice, such as mobile applications (apps) [10], conversational agents [11], and socially assistive robots [26].”
MethodHasselberg, A., & Rönnlund, M. (2020) · Cogent Psychology · doi:10.1080/23311908.2020.1769807 · Cited by 14 · see citing works
Li, J., Cochrane, K. A., & Leshed, G. (2024) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3687023 · Cited by 17 · see citing works
“One promising direction is using technology that offers personalization and customization of mindfulness interventions to promote more effective goals and health outcomes [75].”
BackgroundA personalized sensor support tool for the training of mindful walking
Pryss, R. C., Reichert, M., John, D. T., Frank, J., Schlee, W., & Probst, T. (2018) · Wearable and Implantable Body Sensor Networks · doi:10.1109/bsn.2018.8329672 · Cited by 13 · see citing works
“Concerning the use of smart mobile devices in the context of mindfulness, recent related works have been presented [18], [19].”
BackgroundBalconi, M., & Crivelli, D. (2018) · Smart innovation, systems and technologies · doi:10.1007/978-3-319-95095-2_2 · Cited by 12 · see citing works
Mitsea, E., Drigas, A. S., & Skianis, C. A. (2023) · Research Society and Development · doi:10.33448/rsd-v12i3.40247 · Cited by 12 · see citing works
“It is the meta-ability of insightful understanding, which derives from the realization that experience is under the influence of subjective evaluation (Drigas et al., 2020; Sliwinski et al., 2017).”
BackgroundInfluentialRoquet, C. D., & Sas, C. (2020) · JMIR Research Protocols · doi:10.2196/20819 · Cited by 12 · see citing works
“Despite the broad range of practices to train mindfulness, most interactive systems have focused on static guided meditation [33-35].”
Gentile, D. A., & Kim, E. (2024) · Mindfulness · doi:10.1007/s12671-024-02311-y · Cited by 9 · see citing works
“Similar principles could be applied to mindfulness practices to promote practitioners’ perceived behavioral control (Navarro-Haro et al., 2017; Sliwinski et al., 2017).”
Creating a Robot Coach for Mindfulness and Wellbeing: A Longitudinal StudyPreprint
Bodala, I. P., Churamani, N., & Güneş, H. (2020) · arXiv (Cornell University) · doi:10.48550/arxiv.2006.05289 · Cited by 9 · see citing works
“Virtual conversational agents, in the form of mobile applications and chat-bots, have been developed to improve the accessibility of mindfulness training [18,27].”
BackgroundAn EEG-Based Positive Feedback Mechanism for VR Mindfulness Meditation to Improve Emotion Regulation
Wang, Q., Liu, F., Yang, B., Yang, Z., Huang, J., Xu, Y., Zheng, C., She, Y., Cai, H., & Tian, F. (2025) · IEEE Transactions on Computational Social Systems · doi:10.1109/tcss.2025.3557711 · Cited by 8 · see citing works
“This integration makes meditation more accessible [14], promotes longer-term training adherence [15], and enhances the self-improvement and stress-management capabilities of meditation [16], [17], [18].”
Balconi, M., Crivelli, D., Fronda, G., & Venturella, I. (2018) · Biosystems & biorobotics · doi:10.1007/978-3-030-01845-0_193 · Cited by 8 · see citing works
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“Our findings offer early-stage data on potential design considerations of WS inspired game worlds that may build on previous research about the effective digital delivery of interactive mindfulness activities, using story-led exploration games [86].”
Receiving self-compassion in the virtual world: Testing the potential value of biofeedback
Greig, L., Coundouris, S. P., Randhir, S., Henry, J. D., & Baghaei, N. (2024) · Behaviour Research and Therapy · doi:10.1016/j.brat.2024.104596 · Cited by 7 · see citing works
Designing voice interfaces to support mindfulness-based pain management
Mendu, S., Fosco, S. L. D., Lanza, S. T., & Abdullah, S. (2023) · Digital Health · doi:10.1177/20552076231204418 · Cited by 5 · see citing works
“…has leveraged a diverse range of technological systems, including smartphone apps, 30 web interfaces, 31,9 and other technology-based systems (e.g. 34 While these systems have been relatively successful in supporting mindfulness outcomes, the visual and tactile interactions may present challenges…”
BackgroundEvaluation of Mindfulness Eating Apps
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From Ancient Contemplative Practice to the App Store: Designing a Digital Container for MindfulnessPreprint
Lukoff, K., Lyngs, U., Gueorguieva, S., Dillman, E., Hiniker, A., & Munson, S. A. (2020) · arXiv (Cornell University) · doi:10.48550/arxiv.2006.09521 · Cited by 4 · see citing works
“activity, with the key features of these apps — audio-guidance, video-guidance, and timers — mirroring findings in previous reviews [66, 83].”
Result"Enhancing Elderly Wellness through AI-Powered Yoga and Exercise Support Systems"
Adeyemi, J. O. (2024) · Biomedical Journal of Scientific & Technical Research · doi:10.26717/bjstr.2024.54.008579 · Cited by 3 · see citing works
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“Personalization has been recognized as an effective technique for enhancing motivation and adherence (Sliwinski et al., 2017).”
Levinton, T., Gelech, J. M., Golshan, F., & Mickleborough, M. (2025) · JMIR Neurotechnology · doi:10.2196/68369 · Cited by 3 · see citing works
“However, the success of these treatments depends on regular practice, access to trained instructors, and evidence-based information, and in the case of biofeedback, regular use of specialized equipment [15,42,43].”
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Office Wellbeing by Design: Don’t Stand for Anything Less
Haliburton, L., Damen, I., Lallemand, C., Ahtinen, A., Niess, J., & Woźniak, P. W. (2024) · CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA) · doi:10.1145/3613905.3636284 · Cited by 2 · see citing works
“On the mental health front, prior HCI work has examined the potential of various technology-mediated stress management tools, ranging from biofeedback devices [38] to mindfulness applications [30, 32].”
Mindfulness Techniques Taught Through Game Mechanics
Hwang, D., & Melcer, E. F. (2024) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/3665463.3678839 · Cited by 3 · see citing works
Mindfulness and Mental Health Research in Hospitality and Tourism Education and the Workplace
Wang, Y., Deale, C. S., & Uysal, M. (2024) · Journal of Hospitality & Tourism Education · doi:10.1080/10963758.2024.2375273 · Cited by 2 · see citing works
“One advanced innovative approach to mindfulness interventions is to develop a technology-assisted approach (Sliwinski et al., 2017; Stankov & Filimonau, 2023; Wang & Uysal, 2024).”
Roquet, C. D., & Sas, C. (2020) · Cited by 2 · see citing works
Mindfulness, Virtual Reality, and Video Games
Kosa, M., & Uysal, A. (2017) · Encyclopedia of Computer Graphics and Games · doi:10.1007/978-3-319-08234-9_164-1 · Cited by 2 · see citing works
Malipeddi, S., Sasidharan, A., Ventura, B., Venugopal, R., Bauer, C. C. C., Tewarie, P. K. B., Ravindra, P. N., Mehrotra, S., John, J. P., Subramaniam, B., et al. (2025) · bioRxiv (Cold Spring Harbor Laboratory) · doi:10.1101/2025.04.21.649758 · Cited by 2 · see citing works
Stress Reduction Through Virtual Therapy Centre in Metaverse
Indu, M. A. (2024) · Advances in medical technologies and clinical practice book series · doi:10.4018/979-8-3693-1515-6.ch013 · Cited by 1 · see citing works
Enhancing Mindfulness Training in Virtual Reality: A Randomized Trial of Biofeedback Integration
Domingues, A., Beato, A. F., Oliveira, J., & Gamito, P. S. (2025) · Cyberpsychology Behavior and Social Networking · doi:10.1177/21522715251397933 · Cited by 1 · see citing works
“27,47 While both VR-guided and traditional audio practices reduce stress and anxiety, VR combined with biofeedback provides greater support for mindfulness development, re fl ecting the advantages of immersive and interactive technologies.”
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“Following the general trend toward using elements borrowed from video game designs in utilitarian systems (i.e., gamification) (Deterding et al., 2011; Koivisto & Hamari, 2019), many MAs have begun to incorporate more and more game design elements (GDEs) (Sliwinski et al., 2017).”
BackgroundInfluentialBridging the Gap Between Contemporary and Buddhist Definitions of Mindfulness: A Scoping Review
Kang, Z., Choi, Y., Ahn, G., Blackwell, L., Bryan, P. A., Lee-Chong, E., & Glymour, M. (2026) · Mindfulness · doi:10.1007/s12671-026-02979-4 · Cited by 1 · see citing works
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“Serious neuroscientists have been designing technologies that enhance mindfulness (Sliwinski et al., 2017), and other positive traits such as emotional regulation (Griffiths et al., 2017).”
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“56,57 Other possible explanations for lack of adherence include the short-term lifestyle changes involved in the study, which required about 30 min of effort per day, and participants’ lack of commitment to a specific person or institution.”
Mindfulness, Virtual Reality, and Video Games
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Green drive mode studying on the base of neuro-trainings
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“By providing support for external devices that can lower the difficulty of practice and monitor each person's development over time, these limits can be lessened and the effort necessary can be decreased [5,6].”
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Online Interactive Meditation Training Enhances Subjective Well-being in Older Adults
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“The intuitive but interactive elements—conversational dialogues, multimedia, and personalized feedback—enhanced engagement and adherence, addressing potential cognitive challenges in older learners (Kebede et al., 2022; Sliwinski et al., 2017).”
Ephemeral Breath: Non-contact Biofeedback System in Habitual Behaviors for Everyday Mindfulness
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“Prior research advises inverse-proportional mappings—making feedback clearer for less perceivable biosignals (e.g., EEG), while keeping feedback subtle for more perceivable signals (e.g., breathing)—to render internal states legible without overwhelming users [17, 27].”
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“Neurocognitive mechanisms of adherence are anchored in intention, motivation, and self-regulation, which are essential for initiating, maintaining, and enhancing interventions such as mindfulness, ensuring continuity [84].”
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“When implemented appropriately, gamification can support mindfulness practice rather than contradict it (Sliwinski et al., 2017).”
User preferences for game design elements in digital mental health interventions
Hu, S., Schmidt-Kraepelin, M., Krohmann, S., Thiebes, S., & Sunyaev, A. (2026) · Behaviour and Information Technology · doi:10.1080/0144929x.2026.2736084
- Authors
- Sliwinski, J., Katsikitis, M., & Jones, C. M.
- Affiliations
- University of the Sunshine Coast (AU)
- Corresponding author
- Sliwinski, Jacek
- Venue
- Mindfulness
- Published
- 2017-03-09
- Volume
- 8
- Issue
- 5
- Pages
- 1150-1159
- ISSN
- 1868-8527 (ISSN-L)
- 1868-8535
- OpenAlex
- W2594903542
- Cited by
- 86
- References
- 40
- Citations by year
- 2026: 10 · 2025: 8 · 2024: 14 · 2023: 13 · 2022: 3 · 2021: 7 · 2020: 9 · 2019: 11 · 2018: 9 · 2017: 2
- FWCI
- 9.92
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Mindfulness (publishedVersion)
- Topics
- Social Sciences › Psychology › Clinical Psychology › Mindfulness and Compassion Interventions
- Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
- Physical Sciences › Computer Science › Human-Computer Interaction › Innovative Human-Technology Interaction
- Keywords
- interactive technologies, design guidelines, gamification, personalization, social features, biofeedback, emotion regulation, narrative, ethical dilemmas, perspective taking, prosocial behavior, self-transcendence, self-reflection, embodied experience
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