Edited by: Mel Slater, Universitat de Barcelona, Spain
Reviewed by: Bruno Herbelin, École Polytechnique Fédérale de Lausanne, Switzerland; Ryan Patrick McMahan, The University of Texas at Dallas, United States
Specialty section: This article was submitted to Virtual Environments, a section of the journal Frontiers in Robotics and AI
This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
Several disciplines have investigated the interconnected empathic abilities behind the proverb “to walk a mile in someone else’s shoes” to determine how the presence, and absence, of empathy-related phenomena affect prosocial behavior and intergroup relations. Empathy enables us to learn from others’ pain and to know when to offer support. Similarly, virtual reality (VR) appears to allow individuals to step into someone else’s shoes, through a perceptual illusion called embodiment, or the body ownership illusion. Considering these perspectives, we propose a theoretical analysis of different mechanisms of empathic practices in order to define a possible framework for the design of empathic training in VR. This is not intended to be an extensive review of all types of practices, but an exploration of empathy and empathy-related phenomena. Empathy-related training practices are analyzed and categorized. We also identify different variables used by pioneer studies in VR to promote empathy-related responses. Finally, we propose strategies for using embodied VR technology to train specific empathy-related abilities.
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This work combines studies and reviews from research in cognitive science, psychology, education, medicine, the arts, and virtual reality (VR) to address one specific topic: the potential use of VR for learning empathy-related abilities. The article is divided into three sections which address the following questions: (A) What empathy-related abilities should be enhanced? (B) What are good training strategies to enhance these abilities? (C) What is the best use of VR to enhance these abilities?
In section (A), we will thus explore empathy-related phenomena that can be trained to facilitate healthy and prosocial responses. Therefore, we will highlight strategic abilities to be enhanced (intergroup empathy, compassion, perspective taking, self-regulation) and to be avoided (personal distress). In section (B), we will focus on methods for training empathy without the necessary use of technology. Finally, in section (C), we will explore the potential of VR in promoting empathy, presenting advances in the use of immersive embodied virtual reality (EVR) that has shown efficiency in enhancing empathy-related capacities and their potential in enhancing empathy-related training strategies. We will also present one example of an artistic work that makes use of a wide combination of these techniques to address empathy-related experiences outside the context of a lab. To conclude, we will propose a framework that integrates the critical points identified in the three sections above in the design of new learning applications using embodied VR for promoting empathy-related abilities.
In recent years, a diverse range of disciplines have investigated the roles played by the presence and absence of empathy and empathy-related phenomena in affecting prosocial behavior and intergroup relations. Empathy can be defined as feeling the same emotion as another observed individual without mixing it with one’s own direct experience (de Vignemont and Singer,
On the one hand, a healthy collective empathic process can help individuals and societies to hold behaviors and cultural beliefs consistent from the moral perspective of maintaining human rights (Decety,
Empathic responses emerge at a very young age. Altruistic responses to victims of stress, for example, can be found in babies as young as 12 months (Warneken and Tomasello,
Empathic abilities are profoundly related to familiarity and affiliation to a group. We tend to develop empathy more easily toward the ones who are familiar to us or that we identify as part of our group (Avenanti et al.,
“
In the same order, under a psychological or neuroscientific perspective we can identify the following empathy-related phenomena in this proverb. (a)
Affective empathy is one specific emotional response that tends to interact with motor, cognitive, and behavioral phenomena (McCall and Singer,
As we will discuss in the next section, all of these empathic processes are affected by specific moderators relating to awareness of others, awareness of oneself, group identity, motivation, and behavioral affordances.
Several factors moderate and even completely block empathic responses. These include psychological processes that preempt empathy, for example perceptions of unfairness (Decety and Cowell,
We tend to feel greater empathy toward familiar individuals or individuals whom we perceive to be similar to us. This response is part of a general favorability toward similar others (Decety,
The separation between “us” and “them” is not static and can be very subtle. On the one hand, group affiliation and ingroup empathy can be predicted by race (Chiao and Mathur,
Explicit or implicit negative evaluation of an emoter considered an outgroup member can decrease or completely block any empathic response in the observer what can be caused by different constructs, such as negative stereotypes, negative biases and anxiety. These mechanisms can have a very high-speed automatic process that demands low cognitive resources whether the individual is aware or not (Amodio,
Perceiving another individual as unfair appears to moderate one’s empathic response to them. Neuroimaging studies have shown that empathy-related responses were significantly reduced in males when observing an individual who had behaved unfairly receiving pain (Singer et al.,
We refer to self-awareness as a combination of different phenomena related to the perception of one’s own emotions, body, and semantic constructs of themselves. First, the awareness of the external origin of one’s own vicarious emotions is what differentiates empathy from emotion contagion (de Vignemont and Singer,
Emotion regulation can act as a key factor to allow individuals to self-regulate their own stress, in order to direct affective empathy into empathic concern instead of personal distress (Decety,
Implicit biases are likely to emerge even among individuals with egalitarian goals (Devine,
Empathic or non-empathic processes can also be defined by the quality of the interaction between emoter and observer (Main et al.,
Even when feeling empathy, individuals may not express empathic behavior such as altruism. Altruistic motives (other-oriented rather than self-oriented motivation) are related to the amount of help one individual may offer to someone in need. Helping behavior is also related to the skills and abilities of individuals facing helping-tasks, as well as the power to offer effectiveness help (Clary and Orenstein,
Table
Highlighted empathic abilities to be developed: empathy-related dimensions that may be promoted to develop prosocial empathic expressions.
Optimal empathy-related process | Highlighted empathy-related abilities | Moderators of empathic processes and expressions |
---|---|---|
Positive intergroup interaction and evaluation | Openness for intergroup empathy | Familiarity, affiliation, similarity within outgroup members |
Bias, threat evaluation, stereotype and categorical thinking related to outgroup members; perceived fairness | ||
Awareness of the self | Emotional self-awareness, plasticity of self-perception | Self-other distinction; emotion recognition; plasticity of bodily and conceptual self-perception |
Awareness of the other | Affective empathy | Emotional engagement |
Cognitive empathy | Perspective taking, online simulation | |
Empathy accuracy | Dialog skills; present attention | |
Empathic distress moderation | Emotion regulation | |
Positive emotional motivation | Compassion (or empathic concern) | Loving-kindness toward the other |
Altruistic behavior | Altruism | Motivation, power and skills for helping |
Self-regulation of behavioral expressions |
When discussing for the training of empathic abilities it is important to make a clear distinction between potential and actual skills. In other words, one individual may have the potential to be empathic but not necessarily have the optimal environmental conditions for expressing empathy. This is clearly described by some models such as the Gagné’s Differentiated Model of Giftedness and Talent (Gagné,
Research shows that many students lack social–emotional skills and become disengaged as they progress through school, which interferes with academic performance, behavior, and health (Klem and Connell,
Constructivism combines a series of approaches and methodologies developed to empower students by helping them to learn more than just content, but also to learn how to learn, and to develop cognitively, socially and emotionally (Karagiorgi and Symeou,
To explore the interaction between observer and targeted outgroups can be an effective way to overcome fear and stereotypes. Intergroup contact (Allport,
Table
Highlighted educational approaches for empathy-related learning through environmental stimuli and enhancement of specific empathy-related abilities.
Examples of methodologies in educational contexts | Highlighted catalyst empathic stimuli | Highlighted natural empathy-related abilities |
---|---|---|
Social and Emotional Learning (SEL) | Long-term training; sense of belonging and cohesion within school, families, and communities | Instrumentalization of self-regulation, social, and emotional skills |
Constructivism | Cooperative dynamics; real world case based and contextual knowledge; educators as facilitators | Instrumentalization of reflexive thinking |
Safe environment for positive intergroup interaction | Engaging voluntary activities; cooperation, equal status among participants; supports familiarity and friendship among participants | Training on perspective taking and conflict management. |
In this section, we provide examples of three different mind training methods to enhance abilities related to empathy. These approaches were selected because they offer insights for the development of new training methods using VR.
Playing the role of a movie character, such as Superman, can be one of the most effective types of play for developing perspective taking (Whitebread et al.,
Besides education, role playing techniques have been used in therapeutic contexts, conflict mediation, restorative justice, and many other fields. In each of these fields, different practices are proposed to help participants visualize events and conflicts from the perspective of others. These practices use physical dynamics (e.g., changing seats with another participant) and narratives related to real life (e.g., reporting on conflict from the protagonist’s point of view) to provide multisensory experiences. Successful perspective taking tasks tend to involve more immersive techniques, such as writing an essay about the other’s perspective (Todd and Burgmer,
In recent years, mindfulness practices have been getting more attention due to putative therapeutic benefits for depression, anxiety, and chronic pain (e.g., Baer,
Even when biases and stereotypes initially preempt one’s empathic responses, it is possible to upregulate empathy to adopt behaviors in line with internal and social values. At least three different strategies can be implemented in these cases (for review on the strategies listed see Kubota et al., Mental-scanning of immediate responses: self-awareness of non-empathic responses (biases, stereotypes, anxiety) does not require high cognitive resources and can be learned and practiced. Recognizing these responses is the first step in controlling non-empathic expressions. When non-empathic responses are not identified, it is impossible to control them. Internal goals: defining egalitarian personal goals allows one to suppress non-empathic expressions and enhance empathic expressions. This strategy can be practiced by individuals with egalitarian goals but is efficient only when high cognitive resources are available. Social goals: social goals may function like internal goals, also requiring high cognitive resources, but with less power to control an individual’s expressions. Social goals such as egalitarian goals or social moral values against racism or prejudice tend to be somewhat more effective in individuals concerned about their social image and when being observed by others.
Different studies have explored priming methods to implement internal and social goals in order to overcome negative responses to outgroups, changing the attitudes and perceptions of outgroup members. Three interesting approaches are listed below:
Exposure to non-stereotypical associations (Kawakami et al., Tasks demanding focus on the individual (individuation), rather than the social group or in the inhibition of stereotyping (Mason and Macrae, Exhaustive practice of negation (saying “no” to) stereotypes (Kawakami et al.,
Although these methods were found to be efficient in lab conditions, they may not be feasible or effect in everyday life. For example, they may not be effective when the observer is repeatedly exposed to stereotypical and biased information in their everyday environments.
Table
Highlighted training methods for natural empathic abilities and respective environmental contexts where these trainings can be applied.
Highlighted training methods | Environmental contexts | Highlighted natural empathy-related abilities |
---|---|---|
Role playing: perspective taking practices | Developed by humans in early child hood as one type of play, can be applied in several contexts | Cognitive empathy, emotional development |
Mindfulness training: practices of present attention, perspective taking, and compassion | Developed in training sessions, can be applied in real life as a long self-managed method | Present attention; non-judgmental thinking, interoceptive awareness, perspective taking, compassion, control of anxiety |
Implementation of egalitarian goals: mental scanning practice; repetitive priming (non-stereotypical association, individuation and negation of stereotype) | Mental scanning can be applied as a long self-managed method. Priming was tested during exhaustive repetition mostly in labs | Behavioral self-regulation |
We next discuss different ways in which science and the arts have used VR in order to explore its potential in promoting empathy.
The term VR has been applied to different technologies with a variety of different characteristics that can be grouped in the following concepts:
Non-immersive VR (Slater and Sanchez-Vives, Immersive VR (Slater and Sanchez-Vives,
While the concept of “immersion” refers to the physical nature of a system, presence is its subjective correlative (Slater and Sanchez-Vives,
Immersive EVR or immersive VR with body ownership illusions (Maselli and Slater,
The most explored stimuli for inducing embodiment are visuomotor synchronicity, seeing oneself in the body of an avatar that mimics one’s movement in real time, and visuotactile synchronicity, seeing tactile stimuli applied to the avatar at the same time that it is applied to the hidden body part of the user (Maselli and Slater,
As well as visuomotor and visuotactile synchronicity, congruent first-person images, and realistic images, there are other variables that may induce or enhance manipulations in the perception of the body. Sound has been shown to alter the perception of the body, even without the use of VR. For example, altering the sound feedback when touching objects may alter the perception of the arm length (Tajadura-Jiménez et al.,
Recent theories of body cognition offer an interesting perspective on the potential nature of these processes. Tsakiris (
Table
Highlighted variables and perceptive dimensions of Body Ownership Illusions.
Highlighted variables used in different combinations | Visuomotor synchronicity of head and/or body, visuotactile synchronicity (active or passive), congruent first person perspective, agency (partial or complete), realistic image, audio, and biosignals feedback |
Perceptive dimensions | Attribution; self-location; agency |
Although correlated, evidence suggests that Agency and Body Ownership are two different phenomena (Sato and Yasuda,
More recently, different studies have used the Body Ownership Illusion with visuomotor synchronicity and voluntary movement to induce an illusion of agency over the user actions such as walking (Kokkinara et al.,
As with the model of body cognition discussed in Section “
Taken together, these findings suggest that Agency Illusions could be combined with Body Ownership Illusions to create experiences in which the avatars perform prosocial actions that could be perceived as voluntary actions of the subjects themselves. Even so, this hypothesis is yet to be investigated before being implemented into empathy-related training.
Since the 2000s VR has been used to study perspective taking (Gaunet et al.,
Experiences of EVR allow users to literally step into the shoes of others and see the world from their perspective. Research on EVR has explored how manipulations of the senses can be used to modulate empathic responses. Experiences of stepping into the shoes of outgroup members have shown significant plasticity of empathic abilities even after the experience by decreasing implicit racial biases (Peck et al.,
Some experiments have used EVR to allow participants to step into the shoes of outgroup members. Peck et al. (
In one non-experimental setting, de la Peña et al. (
Using a different approach and without immersive interfaces, researchers used a different technique called “enfacement,” that stimulates a mirror touch synesthesia (Fini et al.,
In a recent experiment without VR (Azevedo et al.,
In virtual environments, digital self-representations (i.e., avatars) may influence users and lead their behaviors to be consistent with the avatar’s appearance. This behavioral modulation, known as the Proteus Effect (Yee and Bailenson,
From a theoretical point of view, the Proteus effect is based on self-perception principles (Bem,
It has been shown that the Proteus effect is mediated by the level of embodiment felt by users in relation to their avatar (Ash,
Table
Highlighted concepts of embodied virtual reality that can be used for empathy-related training.
EVR strategies | Place illusion and plausibility illusion | Body ownership illusion | Agency illusion | Interoceptive signals manipulation | Proteus effect |
---|---|---|---|---|---|
Techniques | Sensorimotor stimuli and highly credible environment | Multisensory and motor perspective taking | Embodiment combining voluntary and involuntary actions | Manipulated feedback of interoceptive signals (decreased heart beat) | Avatars presenting empathy-related traits and appearances |
Expected responses in users | Behaving and feeling as if they were in the VR environment | Modulation of bias, mimicry, similarity and emotion after EVR experience | Self-attribution of avatar’s actions | Distress regulation | Reinforcement of stereotypes (positive or negative); modulation of self-perception and behavior after the EVR experience |
To extend the examples beyond scientific fields, the article will briefly describe one artistic system in VR, designed to promote empathy-related behavior, called The Machine to Be Another (TMTBA; Bertrand et al.,
Figures
Functional diagram of two users swapping bodies through the system The Machine to Be Another. In this interactive mode, both users have to mirror each other in order to move in syncrony. Picture from workshop held by BeAnotherLab in 2015 at detention center for asylum seekers in Israel.
Functional diagram of performance using the The Machine to Be Another. Picture from workshop held by BeAnotherLab in 2015 at detention center for asylum seekers in Holot (Israel), presenting the narrative of Drhassn steib.
This review article has brought an interdisciplinary perspective to promote insights on how to use VR for training empathic skills. It offers a guide for highlighted concepts, educational practices and VR techniques that can be used in empathy-related learning. The referred literature is recommended for deeper understanding each of these complex topics.
The collaborative aspects of constructivist approach could also offer possibilities of interaction with outgroup characters in VR. The constructivist focus on building self-reflexivity could also be incorporated into the idea of mapping and controlling coded predictions. By inviting learners to understand their own misconceptions, strategies of non-stereotypic information could be used as part of the process of the intervention. This training method could therefore be focused on provoking intergroup encounters (in VR and real life) in a series of interventions using EVR, in which subjects can experience in EVR the perspective of an outgroup (multisensory role playing of an outgroup). Explorations of Proteus Effect could be applied through non-stereotypical information revealing more of the context and experiences of the other (individuation). Subjects could then be exposed to real life situations (situated learning) of prejudices faced by outgroup members. This could offer subjects a better idea of the challenges faced by stigmatized outgroups (familiarity). Moreover, in theory we could induce empathy through an empathic personality of the avatar that could demonstrate compassionate discourse (compassionate avatar) and engage in altruistic behavior (altruistic avatar). In order to enhance the experience, manipulations of biofeedback information such as heartbeat and breathing (interoceptive manipulation) could be used to help subjects control anxiety (emotion regulation of distress). By promoting the perception of presence (place and Psi), the experience would likely raise the subject’s awareness to the events of the simulation, possibly enhancing their capabilities of self-reflection. A similar methodology could be used to place subjects in different situations under the perspective of one ingroup member, or an avatar similar to themselves. These situations could explore, for example, a task in which they must collaborate with an outgroup member (intergroup collaboration and familiarity), or where they would be helped by an outgroup member (non-stereotypic information). It could also explore the perspective of one observer facing an intergroup interaction between one dominant and one stigmatized individual, in which the stigmatized individual has something in common with them (e.g., a T-shirt of their football team), or having the possibility to help or being induced to help (altruistic agency illusion).
These are some ideas of experiments that would apply existing knowledge to concrete training methods. Each of these examples raises several research questions:
Can EVR facilitate collaborative intergroup encounters? Can the Proteus effect be used to trigger non-stereotypical information about outgroup members, as well as compassion, altruism and egalitarian goals? Can non-stereotypical traits of an avatar in EVR help learners to overcome stereotypes? Can agency illusions be used to induce self-attribution of prosocial actions targeted to outgroup members? Can long-term training in EVR produce long-term changes in empathy? Can emotion regulation be enhanced by EVR experiences with interoceptive manipulations? Can mindfulness practice be enhanced by presence (PI) in VR?
These are just a very few questions that demonstrate a fertile universe for research and for integration of EVR with training methods for empathy-related abilities. With the current democratization of VR devices, the use of EVR has become more accessible, making it possible to develop EVR training methods that can be implemented outside the lab, in contexts such as educational, cultural and artistic environments. Research on these techniques could open doors for the design of new learning tools that, if effective, could have a wide effect in promoting a more empathic society.
In this section, we will discuss how to integrate the content summarized in this article in the design of EVR based empathy training programs.
As it was demonstrated, empathy-related responses are result of a complex phenomenon that involves different intergroup, interpersonal and intrapersonal processes and mechanisms. This means that there is no single recipe for empathy development and that several variables in the social environment of the interaction may interfere in what is the most appropriate ability that needs to be developed. Therefore, the first step we recommend is one analyses of all factors related to the social environment of the interaction aiming to stimulate optimal empathic processes: positive intergroup interaction and evaluation, awareness of the other, awareness of the self, empathic concern and altruist behavior. These processes can be analyzed guided by the following questions: (1) What is the relationship between emoter and observer? (2) How developed is the self-awareness of the observer? (3) How developed are the empathic abilities of the observer toward the emoter?
To help to identify what type of ability needs to be enhanced, we also propose a framework that relates each of these questions to a list of relevant abilities, catalysts, and moderators as well as effective learning methods and EVR strategies that can be used. Even so, abilities, catalysts, moderators, methods, and EVR strategies may interconnect beyond this division, spilling over effect into other dimensions.
Table
Framework for equalize empathic processes and expressions through learning methods and embodied virtual reality, based on highlighted concepts and practices.
(1) |
|
After a contextual analysis based on this framework, it will be possible to define the most relevant empathic abilities, catalysts factors, and moderators that can act as important variables of the empathic process in one given situation, and therefore, to define the structure of the learning system. Once the variables that need to be addressed are clear, it is possible to choose relevant enhancers of these variables: training methods and EVR strategies. These enhancers will interfere in one another, what also must be calibrated focusing the structure of the learning system defined in the previous steps. Following these steps will allow the design of learning systems that make an efficient use of relevant EVR strategies.
Training methods can combine several abilities, modulators, catalysts, practices and EVR strategies aimed at promoting an optimal empathic response in subjects. Through this framework, we expect to offer educators insights into different strategies that could be adopted to help learners to develop skills for building a world of tolerance and mutual understanding.
PB developed conception of the structure, performed search for references, analyzed and edited data, wrote the first draft, and contributed to the development of the manuscript till last editions; JG wrote the section on Proteus Effect; LR contributed to references and revision of sections regarding Empathy and Training Methods; CM contributed to the section on Empathy offering references and critical revision under the perspective of social neuroscience, as well as contributing to the critical revision of the whole article; FZ contributed to the whole process writing sections, providing references, and performing critical revision and final edition.
The first author is also cocreator of one art/research work mentioned in the article—The Machine to Be Another—and cofounder of the non-for-profit cultural association BeAnotherLab that presents this work in several contexts. All other authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.