{"title":"VR interventions aimed to induce empathy: a scoping review","authors":"Lee Trevena, Jeni Paay, Rachael McDonald","doi":"10.1007/s10055-024-00946-9","DOIUrl":null,"url":null,"abstract":"<p>To assess the methods and outcomes of virtual reality (VR), interventions aimed at inducing empathy and to evaluate if VR could be used in this manner for disability support worker (DSW) training, as well as highlight areas for future research. The authors conducted a scoping review of studies that used VR interventions to induce empathy in participants. We searched three databases for articles published between 1960 and 2021 using “virtual reality” and “empathy” as key terms. The search yielded 707 articles, and 44 were reviewed. VR interventions largely resulted in enhanced empathy skills for participants. Most studies agreed that VR’s ability to facilitate perspective-taking was key to inducing empathy for participants. Samples were often limited to the context of healthcare, medicine, and education. This literature provides preliminary evidence for the technology’s efficacy for inducing empathy. Identified research gaps relate to limited studies done, study quality and design, best practice intervention characteristics, populations and outcomes of interest, including lack of transfer and data across real-world settings.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"140 1","pages":""},"PeriodicalIF":4.4000,"publicationDate":"2024-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Virtual Reality","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.1007/s10055-024-00946-9","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS","Score":null,"Total":0}
引用次数: 0
Abstract
To assess the methods and outcomes of virtual reality (VR), interventions aimed at inducing empathy and to evaluate if VR could be used in this manner for disability support worker (DSW) training, as well as highlight areas for future research. The authors conducted a scoping review of studies that used VR interventions to induce empathy in participants. We searched three databases for articles published between 1960 and 2021 using “virtual reality” and “empathy” as key terms. The search yielded 707 articles, and 44 were reviewed. VR interventions largely resulted in enhanced empathy skills for participants. Most studies agreed that VR’s ability to facilitate perspective-taking was key to inducing empathy for participants. Samples were often limited to the context of healthcare, medicine, and education. This literature provides preliminary evidence for the technology’s efficacy for inducing empathy. Identified research gaps relate to limited studies done, study quality and design, best practice intervention characteristics, populations and outcomes of interest, including lack of transfer and data across real-world settings.
期刊介绍:
The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to:
Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications
Development and evaluation of systems, tools, techniques and software that advance the field, including:
Display technologies, including Head Mounted Displays, simulators and immersive displays
Haptic technologies, including novel devices, interaction and rendering
Interaction management, including gesture control, eye gaze, biosensors and wearables
Tracking technologies
VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling.
Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence
Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems
Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.