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A research team from Stanford University summarized three decades of psychological research on VR and published five key points for maximizing the effectiveness of VR experiences. Led by Jeremy Beilenson from Stanford University's School of Communication, the study was co-authored with Sian Deveau and their colleagues, and published in the journal Nature Human Behaviour. In the paper, the findings are defined as results that have been repeatedly confirmed through years of research.

First, the effectiveness of VR technology depends on its intended use. VR is highly effective in areas requiring a high level of immersion, such as training and psychotherapy, but it does not necessarily deliver direct benefits in entertainment and communication.
Second, avatars in VR influence user behavior. It is claimed that an avatar's appearance and movements shape the user's psychological state and real-world behavior.
Third, VR is more effective for procedural training involving specific hands-on tasks than for abstract learning. It has been noted that the effectiveness of this approach is limited, as abstract content—typically taught in traditional school settings—imposes a heavy cognitive load on students.
Fourth, the importance of body tracking in VR. While the ability to track users' body movements in real time provides clues for analyzing the relationship between cognition and behavior, privacy risks must also be addressed.
Fifth, people tend to perceive distances in virtual spaces as shorter than they actually are. Reports indicate that this misperception can impact activities that require spatial awareness.

DICE is an acronym for Dangerous, Impossible, Counterproductive, and Expensive, emphasizing the importance of using VR under these conditions. Specifically, firefighter training, stroke rehabilitation, and climate change experiences are suggested as examples. On the other hand, Beilenson noted that tasks such as checking emails, watching TV, and general office work have little need for VR—they are better suited for traditional 2D screens.
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