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      Cyberdelics: Context engineering psychedelics for altered traits

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      Proceedings of EVA London 2022 (EVA 2022)
      Use of new and emerging technologies in Digital Art, Data, Scientific and Creative Visualisation, Digitally Enhanced Reality and Everyware, 2D and 3D Imaging, Display and Printing, Mobile Applications, Museums and Collections, Music, Performing arts, and Technologies, Open Source and Technologies, Preservation of Digital Visual Culture, Virtual Cultural Heritage, Ethical Issues, Historical Issues, Digital Culture, Artificial Intelligence, NFTs
      4–8 July 2022
      Psychedelics, Cyberdelics, Virtual reality, Metacognition, Transformative experience design
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            Abstract

            ‘Cyberdelics’ and ‘Cyberdelic Psychotherapy’ have the potential to offer greater precision in modulating and entraining therapeutic psychedelic experiences. Both Psychedelics and Cyberdelics have the potential to immerse users in enriched sensory landscapes; both have been studied as mediums of transformative experience and both have been used as aids to help recovery from mental illness. Psychedelic-assisted therapy (PAT) is a promising and unique therapeutic modality with a focus on disrupting entrenched ways of thinking, feeling and perceiving. Both Psychedelics and Cyberdelics do not guarantee positive change, they are experiential medicines and technologies that may provide a ‘window of plasticity’ that can be utilised within a therapeutic process, towards wellbeing and personal growth. To frame and catalyse both spheres, Context engineering (CE) involves the deliberate re-structuring of experience to enhance and expand perception and cognition. CE gives us new abilities and control over our senses providing us with a new type of self and societal exploration. CE considers the broad spectrum of what augmentation can do but also highlights the dangers of focusing solely on the medicine or the technology. Our hypothesis is that the use of context-engineered virtual and augmented environments can assist in stabilising the insights precipitated through the psychedelic-assisted therapy process. We propose a variety of game mechanics or mechanisms by which cyberdelics may help modulate or optimise psychedelic-assisted therapy, supported by context engineering, positive psychology, mindfulness, transformative experience design, and the gamification of wellbeing. If utilised wisely, cyberdelics may provide an enhanced learning environment for the development of set, setting and skills to support psychedelic-assisted therapy from preparation, acute-experience to integration.

            Content

            Author and article information

            Contributors
            Conference
            July 2022
            July 2022
            : 252-259
            Affiliations
            [0001]Ravensbourne University London

            6 Penrose Way, Greenwich Peninsula,

            London SE10 0EW

            UK
            [0002]University of Melbourne

            Swinburne University

            Psychedelic Research in Science & Medicine (PRISM)

            Australia
            Article
            10.14236/ewic/EVA2022.48
            68b65d65-a44e-408c-9fdf-ace2365a375f
            © Smith et al. Published by BCS Learning & Development Ltd. Proceedings of EVA London 2022, UK

            This work is licensed under a Creative Commons Attribution 4.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/

            Proceedings of EVA London 2022
            EVA 2022
            London
            4–8 July 2022
            Electronic Workshops in Computing (eWiC)
            Use of new and emerging technologies in Digital Art, Data, Scientific and Creative Visualisation, Digitally Enhanced Reality and Everyware, 2D and 3D Imaging, Display and Printing, Mobile Applications, Museums and Collections, Music, Performing arts, and Technologies, Open Source and Technologies, Preservation of Digital Visual Culture, Virtual Cultural Heritage, Ethical Issues, Historical Issues, Digital Culture, Artificial Intelligence, NFTs
            History
            Product

            1477-9358 BCS Learning & Development

            Self URI (article page): https://www.scienceopen.com/hosted-document?doi=10.14236/ewic/EVA2022.48
            Self URI (journal page): https://ewic.bcs.org/
            Categories
            Electronic Workshops in Computing

            Applied computer science,Computer science,Security & Cryptology,Graphics & Multimedia design,General computer science,Human-computer-interaction
            Metacognition,Virtual reality,Cyberdelics,Transformative experience design,Psychedelics

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