Research on Improving Empathy Based on the Campus Barrier-Free Virtual Experience Game

Author:

Yang Junyu,Zheng Yawen,Zhao Tianjiao,Zhang Mu

Publisher

Springer International Publishing

Reference10 articles.

1. World Health Organization: The global burden of disease. Published by the Harvard School of Public Health on behalf of the World Health Organization and the World Bank. (2008)

2. Liu, R., Ren, Y.: Research on the flow experience and empathy effect in immersive virtual environment. Audio-Vis. Educ. Res. 40(04), 99–105 (2019)

3. Bachen, C.M., et al.: How do presence, flow, and character identification affect players’ empathy and interest in learning from a serious computer game? Comput. Human Behav. 64(Nov), 77–87 (2016)

4. Shin, D.: Empathy and embodied experience in virtual environment: to what extent can virtual reality stimulate empathy and embodied experience? Comput. Human Behav. 78, 64–73 (2018)

5. Mercer, S.W., Reynolds, W.J.: Empathy and quality of care. Br. J. Gener. Pract.: J. R. Coll. Gener. Pract. 52 (Suppl), S9–S12 (2002)

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