honors thesisDavid Eccles School of BusinessFinanceBryan BonnerThe focus of this Honors thesis is to explore the effects of Virtual Reality ("VR") on empathy. More specifically, the purpose is to compare and contrast the ability of VR to evoke empathy against that of traditional two-dimensional media ("2D"). To accomplish this I (alongside a group of my peers) organized a formal research project in which subjects were asked a series of questions; then exposed to the same video in either 2D or VR. Following the video, they were asked the same questions once again. Their responses were recorded and the changes in their answers (before and after) were juxtaposed to observe and note changes. As an Honors Finance student, the primary focus of my...
Abstract. In this thesis we explore Virtual Reality (VR) experiences and examine their capability of...
What we witness today is a widespread and sometimes uncritical tendency to read VR as an "empathy ma...
The purpose of this exploratory case study was to determine what characteristics in a virtual game c...
Abstract: This study examines the prosocial effects of virtual reality (VR) technology on donation b...
Virtual Reality (VR) has been increasingly referred to as the "ultimate empathy machine" since it al...
We propose a multidimensional model in virtual reality (VR) based intervention to quantify empathy e...
Virtual Reality (VR) has been increasingly referred to as the “ultimate empathy machine” since it al...
Prompted by the need to educate host communities about refugees as a way to promote a two-way proces...
Virtual reality (VR), an emergent technology, affords experiential content delivery in education by ...
Anecdotal evidence from philanthropic fundraisers shows that virtual reality (VR) technology increas...
Thesis: S.M., Massachusetts Institute of Technology, Department of Comparative Media Studies, 2015.C...
One of the major challenges that non-profit organizations face is inspiring people to be concerned a...
The current study seeks to link traditional forms of empathy induction with new research that sugges...
The study of attitude change has been of interest for decades, with social professionals, having to ...
Previous research shows that virtual reality perspective-taking experiences (VRPT) can increase pros...
Abstract. In this thesis we explore Virtual Reality (VR) experiences and examine their capability of...
What we witness today is a widespread and sometimes uncritical tendency to read VR as an "empathy ma...
The purpose of this exploratory case study was to determine what characteristics in a virtual game c...
Abstract: This study examines the prosocial effects of virtual reality (VR) technology on donation b...
Virtual Reality (VR) has been increasingly referred to as the "ultimate empathy machine" since it al...
We propose a multidimensional model in virtual reality (VR) based intervention to quantify empathy e...
Virtual Reality (VR) has been increasingly referred to as the “ultimate empathy machine” since it al...
Prompted by the need to educate host communities about refugees as a way to promote a two-way proces...
Virtual reality (VR), an emergent technology, affords experiential content delivery in education by ...
Anecdotal evidence from philanthropic fundraisers shows that virtual reality (VR) technology increas...
Thesis: S.M., Massachusetts Institute of Technology, Department of Comparative Media Studies, 2015.C...
One of the major challenges that non-profit organizations face is inspiring people to be concerned a...
The current study seeks to link traditional forms of empathy induction with new research that sugges...
The study of attitude change has been of interest for decades, with social professionals, having to ...
Previous research shows that virtual reality perspective-taking experiences (VRPT) can increase pros...
Abstract. In this thesis we explore Virtual Reality (VR) experiences and examine their capability of...
What we witness today is a widespread and sometimes uncritical tendency to read VR as an "empathy ma...
The purpose of this exploratory case study was to determine what characteristics in a virtual game c...