๐Ÿƒ Reward prediction error and reward components in interactive virtual reality for anhedonia

Nature Mental Health, Published online: 18 September 2026; doi:10.1038/s44220-026-00731-4

The authors propose a conceptual framework in which virtual reality (VR) is used to target anhedonia, a transdiagnostic symptom common across several psychiatric disorders. They suggest that VR-based interventions can target positive reward prediction errors and different phases of reward processing, thereby increasing positive affect.

via Nature Mental Health https://ift.tt/U6bQ9aP

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