Measurement of Empathy in Virtual Reality with Head-Mounted Displays: A Systematic Review
Yongho Lee, Heesook Shin, Youn-Hee Gil
Abstract
We present a systematic review of 111 papers that measure the impact of virtual experiences created through head-mounted displays (HMDs) on empathy. Our goal was to analyze the conditions and the extent to which virtual reality (VR) enhances empathy. To achieve this, we categorized the relevant literature according to measurement methods, correlated human factors, viewing experiences, topics, and participants. Meta-analysis was performed based on categorized themes, and under specified conditions, we found that VR can improve empathy. Emotional empathy increased temporarily after the VR experience and returned to its original level over time, whereas cognitive empathy remained enhanced. Furthermore, while VR did not surpass 2D video in improving emotional empathy, it did enhance cognitive empathy, which is associated with embodiment. Our results are consistent with existing research suggesting differentiation between cognitive empathy (influenced by environmental factors and learnable) and emotional empathy (highly heritable and less variable). Interactivity, target of empathy, and point of view were not found to significantly affect empathy, but participants' age and nationality were found to influence empathy levels. It can be concluded that VR enhances cognitive empathy by immersing individuals in the perspective of others and that storytelling and personal characteristics are more important than the composition of the VR scene. Our findings provide guiding information for creating empathy content in VR and designing experiments to measure empathy.
Ask about this paper
Ask your agent about it.
Lune has read the top-tier papers around this one, so every answer names the papers it rests on.
Your agent calls
Lunesearch_papers
Free to start. No credit card required.
Terminal
Install the CLIlune papers get 55336a7d-0143-4074-b44c-6b6ddfe3e6cdCited by top-tier papers1
Ask how each one uses itRelated papers
- Virtual Perspectives: Effects of Spatial Presence and Agency on Affective and Cognitive Virtual Reality Perspective-TakingLiyue Da, Teresa HirzleCHI 2026 · 2 citations
- Seeing is Not Thinking: Testing Capabilities of VR to Promote Perspective-TakingEugene Y. Kukshinov, Federica Gini, Anchit Mishra, Nicholas David Bowman et al.IEEE VR 2025 · 4 citations
- Comparing the Neuro-Physiological Effects of Cinematic Virtual Reality with 2D MonitorsRuochen Cao, Lena Zou-Williams, Andrew Cunningham, James A. Walsh et al.IEEE VR 2021 · 14 citations
- CAEVR: Biosignals-Driven Context-Aware Empathy in Virtual RealityKunal Gupta, Yuewei Zhang, Tamil Selvan Gunasekaran, Nanditha Krishna et al.IEEE VR 2024 · 26 citations
- Effects of Emotion and Agency on Presence in Virtual RealityCrescent Jicol, Chun Hin Wan, Benjamin Doling, Caitlin H. Illingworth et al.CHI 2021 · 91 citations
