2023
DOI: 10.1016/j.ijhcs.2023.103041
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Design and evaluation of an augmented reality cyberphysical game for the development of empathic abilities

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Cited by 11 publications
(9 citation statements)
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“…Furthermore, the game "EmpathyAR" creatively utilizes augmented reality to provide tasks that involve helping virtual characters in distress (López-Faican & Jaen, 2023). By encouraging players to seek solutions and aid these characters, the game prompts individuals to step into others' shoes and experience empathy through action, offering a unique approach to empathy development.…”
Section: Resultsmentioning
confidence: 99%
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“…Furthermore, the game "EmpathyAR" creatively utilizes augmented reality to provide tasks that involve helping virtual characters in distress (López-Faican & Jaen, 2023). By encouraging players to seek solutions and aid these characters, the game prompts individuals to step into others' shoes and experience empathy through action, offering a unique approach to empathy development.…”
Section: Resultsmentioning
confidence: 99%
“…Emotional empathy is the unconscious emotional response to someone else's emotions. The third dimension called behavioral or motivational or compassionate empathy, refers to the action in response to someone else's feeling (Boltz et al, 2015) (López-Faican & Jaen, 2023). Empathy has recently been promoted as the desirable outcome (Knezek et al, 2022), leading researchers and instructors to develop curricular interventions for fostering empathy in engineering education (Preethi B et al, in press).…”
Section: Introductionmentioning
confidence: 99%
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“…After the user selected the task, a new screen would show the total amount of steps that are required to complete the task and where to go in order to start with the first one (Figure 51). The full results of the evaluation in this area, as well as other screenshots of the application while performing the tasks can be seen in [110]. However, it can be said in this section that it has a statistically significant impact on two areas of the Interpersonal Reactivity Index (fantasy and empathic concern), and that the playing group achieved better results than the control group for the Prosocial Behavior questionnaire.…”
Section: Empathyarmentioning
confidence: 99%
“…One example of this is [54], which found that a multi-tablet game to enhance collaborative learning in Primary Education obtained positive collaboration and socialization results from the participants. Another one is the study by Lopez-Faican and Jaen [110], in which they present an application oriented towards increasing the empathy of the participants. Also, collaboration, as outlined before, is an important effect of some gamification strategies.…”
Section: Introductionmentioning
confidence: 99%