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    <article-meta>
      <title-group>
        <article-title>Using Virtual Reality to Elicit Empathy: a Narrative Review</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Emilija Kizhevska</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Filipa Ferreira-Brito</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tiago Guerreiro</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mitja Luštrek</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>ISAMB, Faculdade de Medicina da Universidade de Lisboa</institution>
          ,
          <country country="PT">Portugal</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Jožef Stefan Institute, Jožef Stefan International Postgraduate School (IPS)</institution>
          ,
          <country country="SI">Slovenia</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>LASIGE, Faculdade de Ciências da Universidade de Lisboa</institution>
          ,
          <country country="PT">Portugal</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Virtual reality (VR) technology is often characterized as “the ultimate empathy machine” as it enables users to experience how it is to be someone else or be somewhere other than where they are in the real physical world. Here, we conducted a narrative review of studies focused on using VR to elicit empathy. Considering the synthesized literature, we identified three contexts where VR systems have been used as a tool to study empathic behavior, namely: 1) to promote pro-environmental behavior; 2) to promote prosocial behavior toward specific social groups (e.g., refugees); and 3) to medical training to promote empathy and more in-depth knowledge of clinical conditions. Based on the data collected VR seems more efective in evoking empathy than traditional approaches such as films/videos, narratives, and curriculum content. Furthermore, it was possible to identify an increase in participants' empathic responses immediately after exposure to VR and up to some period after the intervention (e.g., two months). However, despite the popularity of VR in the study of empathy, the conclusions that can be drawn regarding VR eficacy to promote/elicit empathic behavior are still obscured by the lack of consensual theoretical constructs, the use of a wide variety of self-reported measures, and the incipient use of physiological measures.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Virtual reality</kwd>
        <kwd>Empathy</kwd>
        <kwd>360∘ immersive virtual environment</kwd>
      </kwd-group>
    </article-meta>
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    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Virtual reality (VR) can be defined as an immersive and
interactive computer-generated environment that gives
users the feeling of being somewhere else other than
where they are in the physical world [1]. Through VR,
individuals have the feeling of being in a real
environment and, potentially, behave accordingly [2]. Thereby, a
considerable number of scientific papers have presented
claims that VR can be used to elicit empathic behavior,
characterizing VR technology as “the ultimate empathy
machine” [3]. Empathy is the ability or tendency to share 2. Methods
and understand others’ thoughts, emotions, and internal
states. Although there is no widely accepted definition We conducted a narrative review of articles that use VR
of empathy, there is a consensus regarding its multidi- technology to study human empathic responses. Papers
mensional nature. For instance, one of the most used were screened independently by two researchers (EK and
theoretical models is the one that conceives empathy FFB), and data extraction was performed by one of the
as encompassing a cognitive component (i.e., the capac- co-authors (EK) and checked/complemented by another
ity for understanding another person’s experience and co-author (FFB).
perspective) and an emotional component (i.e., the
ability to share the emotional state of another person) [4]. 2.1. Electronic Databases and Search
Furthermore, in the last few years, emotion regulation String
strategies have shown that empathy with other emotional
competencies such as mindfulness, self-compassion, and
resilience are predictors of well-being [5]. Recent
studies have concluded when empathy declines, distress is
a key determinant of it [6]. Furthermore, empathy has
been linked to increased well-being, reduced symptoms
of burnout, and more meaningful work experiences as in
the case of medical workers [7]. This narrative review
is a first attempt to map the current state-of-the-art on
VR to study empathic behavior since, to the best of our
knowledge, there is no review on this topic without
focusing on a specific context (e.g., medical training) or
populations (e.g., schizophrenia).</p>
      <sec id="sec-1-1">
        <title>For the database search, we used a convenience pool of</title>
        <p>databases (i.e., the ones that authors are more familiar
with). PubMed/MEDLINE and EBSCO (Psychology and
Behavioral Sciences Collection) electronic databases were
searched on the 14th of September using the following
search string:</p>
        <p>((empathy OR (“cognitive empathy”) OR (“emotional
empathy”)) AND ((“Virtual Reality”) OR (VR)))</p>
        <p>However, we plan to increase the number of databases
include in the next step of our work which will be con- 3.1. General Characteristics of the Studies
ducting a systematic review of VR to study empathy. Included</p>
      </sec>
      <sec id="sec-1-2">
        <title>The potential of VR to elicit empathy was analyzed in</title>
        <p>2.2. Filters and Eligibility Criteria three diferent contexts: 1) as a means to promote
proWhenever possible, electronic searches were restricted environmental behaviors, for instance, by increasing
doto full-text papers published in peer-reviewed journals nations to protect coral reefs [9]; 2) to promote empathy
between 2012 – 2022 in English. Furthermore, in the and more in-depth knowledge of the dificulties faced by
EBSCO electronic database, papers were searched using patients with dementia in healthcare workers [10] and
the broader search field, while in PubMed/ MEDLINE, caregivers [11]; and 3) to promote prosocial behavior by
the search-string was searched using the title/abstract facilitating perspective taking on a peer [12], homeless
search field. All papers retrieved were assessed against people [13], refugees [14], victims of sexual harassment
the following inclusion criteria: 1) aimed to study partic- [15], or towards people/avatars experiencing pain [16]
ipants’ empathic behavior [even if the authors did not and pleasure [17][18]. A total of 2061 participants were
directly mention the term empathy]; 2) while or after recruited with sample sizes ranging between 24 [17][14]
being exposed to VR. Book chapters, gray literature, and and 1006 [9] participants, with four studies having
resystematic and narrative reviews were excluded. Further- cruited more than 100 participants (114 [10], 180 [12],
more, papers were excluded if they recruited exclusively 556 [13], and 1006 [9] participants, respectively). On
under-age participants (i.e., &lt; 18 years) or did not present average, participants were 33.19 +/- 12.75 years [19.91
standardized measures of empathy (e.g., feasibility stud- - 55.1] (mean age), and 56.85% identified themselves as
ies). female, with one study only recruiting men [15].
Regarding exposure to VR, sessions took on average 10.18
+/- 5.34 minutes [4.87 - 20] (mean min), with six studies
3. Results [9][13][18][17][11][14] immersed participants in one
session and three immersed participants twice [12][15][16].</p>
      </sec>
      <sec id="sec-1-3">
        <title>A total of 42 papers were retrieved from database searches and exported to the Rayyan QCRI web application [8]. Papers were assessed against the eligibility criteria as depicted in Figure 1.</title>
        <sec id="sec-1-3-1">
          <title>3.2. Measures of Empathy and VR</title>
        </sec>
        <sec id="sec-1-3-2">
          <title>Features Analyzed</title>
          <p>With no exceptions, all included papers reported using
one [9][10] [18][17][11][14] or multi-self-reported
questionnaires [12][13][15][16] to measure empathy.
Examples of the questionnaires used are the Interpersonal
Reactivity Index [13][17], or some of its sub-scales [10][18],
the Empathy Scale [15], the Situational Empathy and
Perspective Taking Scale [10], the Empathy for Pain Scale
[18][17], or adapted items from other empathy scales
[11][14]. In addition, three papers also assessed the
impact of VR on the feeling of connectedness with others
[15][13][12], body transfer [12], attitude towards
genderbased violence [15], personal distress, attitudes towards
the homeless [13] and social presence [13][16].
Regarding objective measures, four studies used biometric
signals, such as galvanic skin response (GSR) [16], and skin
conductance reactivity alone (SCR) [18][17] or combined
with heart rate (HR) [17]. Also, participants’ head
position was tracked by a wireless InterSense IS-900 VET
system [16] or using an infrared camera (Oculus DK2 IR
camera) [13]. Concerning the analysis of which VR/technical
components were more efective to elicit empathy,
studies compared the impact of 360º immersive virtual
environments (IVE) with two-dimensional video/film [ 9][14],
curriculum contents (i.e., workshops [10] or e-courses
material [11]), narrative-based perspective taking
exercises [13][15] text-based information [9][13]. Other
technical features analyzed were the degree of immersion
(i.e., 3D versus 2D) [13] and the perspective in which
participants experienced the VE (i.e., first-person versus
third-person perspective) [18][17]. The majority of the
papers immersed participants using head-mounted
displays (HMD) [15], some have specified it is Oculus Rift
DK2 [13][18][17][11] or HTC Vive [12], but also headsets
as Oculus Quest [10], Samsung VR headset [14] or Zeiss
VR One Headset [9] were used, and in one study the
immersion is achieved by 3D shutter glasses NuVision
[16].</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>4. Conclusion</title>
      <sec id="sec-2-1">
        <title>Our review provides an overview of the current state of</title>
        <p>research concerning the use of VR to study/elicit empathy.</p>
        <p>As the next step, we plan to upgrade it to a systematic
review by surveying more papers and analyzing them
more thoroughly. While we find the evidence on the
efectiveness of VR in eliciting empathy promising, it is
still clouded by the lack of gold-standard instruments
to measure empathy. We believe that an important next
research step in this domain should be finding how
empathy influences physiological attributes and using the
3.3. Eficacy of VR to Elicit Empathy sensors as a more objective measure of empathy.
Furthermore, VR’s impact on empathy seems to be moderated
The impact of VR to elicit empathy seems to be moderated by demographic, methodological and context variables
by several factors (e.g., contexts, order of exposure, con- that should be taken into consideration in future studies,
trol condition to which VR is compared, and demographic too.
variables). For instance, two studies reported that 360º
IVEs are more efective than (unidirectional) videos/films
Acknowledgments
to promote pro-environmental behavior [9] and empathy
toward refugees [14]. In another study, targeting per- The research and the preparation of the paper on the
sonal distress and empathy toward the homeless [13], no part of E.K. was supported by the Slovenian Research
statistical diferences were found between 360 º IVEs and Agency (ARRS) as part of the young researcher PhD
pronarrative-based perspective exercises. However, it was gram, Grant (PR-12092). This work was also supported
possible to identify a long-lasting positive attitude toward by FCT through LASIGE funding (ref. UIDB/00408/2020
the homeless (i.e., two months after the intervention) in and ref. UIDP/00408/2020), and the WideHealth project,
the IVEs group but not in the control group [13]. In addi- European Union’s Horizon 2020 research and innovation
tion, when analyzing empathy toward victims of sexual program under grant agreement No 952279.
harassment, 360º IVEs was as efective as a narrative- (*Asterisk denotes studies included in the review)
based perspective-taking exercise [15]. However,
significantly higher scores on empathy were identified when
participants were first exposed to the narrative-based References
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