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Gaming, VR & Empathy

Amanda Faye Martin (Otago)


This work reviews research on how books and traditional theatre performances (i.e. non-immersive, non-particpatory) impact audience identification, empathy, and social action, and suggests ways we can learn from this literature as we develop virtual reality and gaming experiences that intend on encouraging empathy and social change.

Date Friday, 25 May 2018
Time 4:00pm - 5:00pm
Audience Public
Event Category Humanities
Event Type
DepartmentMedia, Film and Communication
LocationRichardson Building, R6N4

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