1 Introduction

More than one billion people worldwide experience some form of disability that impacts their daily lives (Lollar and Chamie 2020). Each person will uniquely experience the effects of disability, owing to the underlying cause of the disability, the environment in which the person lives, and resources made available to them (World Health Organization and World Bank 2011)

Historically, disability support work has been based on a paternalistic system where people with disability were considered a passive subject, receiving care designed in a general way for disabled people, deprived of considering the person's individual needs, preferences, and characteristics (Wardana and Dewi 2017). As the disability support service sector has evolved in Australia, with the view that a more inclusive client decision-making approach offers better outcomes, along with other factors, such as population growth, life expectancy increase, technology, and changing social expectations, policies and training practices have struggled to keep up (Commonwealth of Australia 2020; Koritsas 2022; Wark et al. 2014).

Although studies on disability have stated the need for advancements in support training that facilitates personalised disability support, governments and organisations around the world continue to report that there is a lack of knowledge and understanding of people with disability in the support sector (Commonwealth of Australia 2020; Van Mierlo et al. 2012; World Health Organization and World Bank 2011). Perhaps, one way to close the “knowledge and understanding” gap is to turn to VR as a training intervention that could be designed to induce empathy in the user (trainee).

Several studies have reported empathy as a key characteristic of providing quality support to people with disability (Jorgensen et al. 2009; Koritsas 2022; Lee and Brennan 1999). A key factor as to why empathy is considered an important characteristic for support workers is because it facilitates the ability to imagine oneself in the shoes of another, which helps the support worker to construct and deliver a more meaningful and beneficial support environment (Lee and Brennan 1999). However, it has been reported that the ability and likelihood to empathise with others greatly depends on a person’s personality type (Dymond 1950). For that reason, VR’s unique ability to allow a user to experience immersive perspective-taking, irrespective of their personality type, may prove to be an effective training intervention that can bridge the gap between support workers who are sensitive to cues as to how others are feeling, and those who are not. Technology also provides an opportunity to customise the VR experience to the individual learner, giving us even greater scope for training across different personality types.

Whilst VR has been defined as the “ultimate empathy machine” (Milk 2015), some researchers have argued that there is limited empirical evidence to support this claim, as well as a lack of quality research that considers pre-existing biases and attitudes that may affect the results of different types of VR empathy interventions (Herrera et al. 2018). Moreover, the evidence that does exist, supporting VR as an effective empathy enhancing intervention, is largely the result of participants self-reporting their VR experiences to researchers (Gugliucci 2019; Swartzlander et al. 2017). This can be problematic if a variety of interfering factors, such as an individual’s ability to articulate their thoughts, or the respondent has reported what they think others would expect them to feel, rather than how they felt, have not been considered (Stueber 2019). Nevertheless, in the field of empathy assessment, whilst there are different approaches to measuring empathy, the self-reporting method continues to be the most popular approach in use today (Gilet et al. 2013; Ilgunaite et al. 2017; Lawrence et al. 2004).

Even though some studies concerning VR as an empathy inducing intervention have indicated that different kinds of VR experiences can increase empathy, a study by Martingano et al. (2021) performed a subgroup analyses that revealed that VR as an empathy inducing instrument was no more effective than traditional empathy enhancing methods like reading or imagining another person’s experience. Moreover, the researchers also discovered that the more immersive and interactive VR experiences were no more effective than those delivered by cheaper devices like cardboard headsets (Martingano et al. 2021). Similarly, Herrera et al. (2018); conducted a study to compare the short and long-term effects of a VR perspective-taking task against a traditional perspective-taking task, focused on inducing empathetic responses towards the homeless. The researchers found that the self-report empathy measures for any of the perspective-taking tasks in their study did not differ between conditions (Herrera et al. 2018). Nevertheless, the researchers did report a noticeably higher number of participants in the VR condition who signed a petition supporting affordable housing for the homeless, compared to participants in the less immersive and traditional conditions (Herrera et al. 2018).

One of the few studies involving informal caregivers as participants used a VR intervention called ‘Through the D'mentia Lens’ (TDL) that allowed users to experience what living with dementia might be like (Wijma et al. 2018). Thirty-five caregivers completed the pre-test and post-test and reported that TDL provided them with greater insight into how a person with dementia may experience situations (Wijma et al. 2018). TDL consisted of a virtual reality simulation movie and e-course that was graded 8.03 out of 10 and 7.66, respectively, for ‘acceptability’ by participants, with a significant reported improvement in empathy, confidence in supporting, and positive interactions with the person who had dementia (Wijma et al. 2018). Likewise, a study by Jütten et al. (2017) also used informal caregivers as participants to assess whether a mixed VR dementia simulator training called ‘Into D’mentia’ increased their empathy and understanding of dementia. The researchers used an intervention group (n = 145) and a control group (n = 56) and found that whilst the intervention group improved understanding of dementia over time, there were no significant differences between the two groups concerning empathy, sense of competence, and relationship quality (Jütten et al. 2017).

A study by Hargrove et al. (2020) considered the theory of ‘psychological proximity’, a theory that suggests that individuals will typically empathise easier with others who more closely resemble themselves, explored how effective VR is compared to traditional physical embodiment at increasing the ostensible closeness. In the VR group, the participants follow a 13-year-old Ethiopian girl for nine minutes as she gathers water and discusses the burden that collecting water has on her life. In the embodied activity group, participants physically carried two one-gallon water jugs through a building that was temperature-controlled to add warmth for 10 min. The findings of this study suggest that the VR experience was no more effective at inducing empathy and donations than the physical embodied experience (Hargrove et al. 2020). Moreover, it was identified by the researchers that the physical embodied group donated more than their VR peers, however not significantly higher (Hargrove et al. 2020). In addition, Sulpizio et al. (2015), found that females scored higher than the males relating to empathic concern, whereas Martingano et al. (2021) reported that gender played no significant moderating factor.

Indeed, findings on VR as an effective intervention to improve empathy range from it having no effect to having significant influence and also differing depending on the type of study done and the method used (Herrera et al. 2018; McEvoy et al. 2016; Steinfeld 2020). In addition, it has been reported that there is limited empirical evidence to support VR as an effective empathy inducing intervention (Herrera et al. 2018), and this appears to be even more so in the field of disability support work training.

The current review extends knowledge in the field of disability support work training, and the use of VR technology as an empathy enhancement tool, regardless of the context or discipline by evaluating a broader range of studies using a scoping review (Arksey and O'Malley 2005). Moreover, rather than being limited to studies focused on either ‘situational empathy’ (empathic reactions in a specific situation), or ‘dispositional empathy’ (empathy that is understood as a person’s persistent character trait) (Stueber 2019); we reviewed all studies that aimed to use virtual reality (digital) intervention to improve empathy. This includes using scenarios designed to simulate real-world situations that allow the participant to see what it is like in someone else’s shoes in an immersive and interactive manner.

2 Objectives

This scoping review aimed to assess the methods and outcomes of virtual reality (VR) interventions aimed at inducing empathy and to evaluate if VR could be used in this manner for disability support worker (DSW) training, as well as highlight areas for future research. This included assessing the types of studies done, the location and context, the extent, and what facilitators and/or barriers have been attached to the success and/or failures of the use of this technology in this context. In addition, the review aims to identify and report literature on this subject matter relating to the disability support services sector. The four research questions (RQs) for this scoping review are described below.

(RQ1):

What studies have been done involving the use of VR technology as an empathy enhancement medium, and to what extent, and in what context (e.g. nursing, medicine, gaming, aged care, disability support workers) are they?

(RQ2):

What are the working definitions, and are there different terminologies being used for the same practices surrounding the use of VR technology as an empathy enhancement medium (e.g. virtual reality, augmented reality)?

(RQ3):

What facilitators and/or barriers have been attached to the success and/or failures of the use of VR technology in this context?

(RQ4):

What is known from the existing literature about the effectiveness of VR technology as an empathy enhancement tool in the disability support worker sector?

3 Methods

3.1 Study design

Since we were interested in identifying and mapping existing knowledge and concepts pertinent to VR technology as an empathy inducing intervention, a scoping review was chosen. This methodology is especially beneficial in response to the RQs in this study.

3.2 Protocol

This study was guided based on Arksey and O’Malley’s (2005) scoping review methodology, and the revised adopted framework by The Joanna Briggs Institute Scoping review manual (Peters et al. 2020). Once the research team collected relevant papers, blind screening and data assessing was performed separately by the research team using the Rayyan collaborative platform. The results were then discussed amongst the research team to fine tune any discrepancies. The research team then performed a full-text assessment for eligibility and exclusion using the Mixed Methods Appraisal Tool (MMAT) version 2018 (Hong et al. 2018).

To report our findings, we used components of the PRISMA ScR Extension Fillable Checklist provided by The Joanna Briggs Institute (Peters et al. 2020). This checklist was placed at the front of the working document to facilitate a standardised review process. The review process was carried out by all three members of the research team.

3.3 Eligibility criteria

The following inclusion criteria were used for this review: (1) articles must be written in English; (2) papers must be qualitative or quantitative design; (3) the virtual reality (digital) intervention was aimed to induce empathy; (4) the scenarios must be designed to simulate real-world situations that allow the participant to see what it is like in someone else’s shoes; (5) the experience is immersive and interactive; and (6) the approach is scientific (based on research, or evaluation). A publication date limit of 1960–2021 was applied in the search phase. Articles were excluded if they were non-English written articles, used technology that lacks the ability to interactively engage, used non-computer-generated technology (e.g. role playing, use of mannequin), as well as studies that describe technology development only.

3.4 Information sources and search strategy

The method of source selection for all stages was an iterative process that involved fortnightly zoom meetings between the research team to refine direction and developments and solve any incongruities.

The research team first settled on the inclusion and exclusion criteria, followed by consultation with a librarian with expertise in health and design to ascertain best practice relating to the navigation of the university’s online library to locate useful resources for our subject area.

Databases searched include Web of science, Scopus, and Computers and applied sciences complete (EBSCOhost). Boolean operators were also discussed with the librarian as well as the inclusion of grey articles to attain the most relevant and comprehensive search results (Fig. 1). For this reason, literature reference lists, general google searches, as well as relevant organisations, conferences, and networks were considered as sources. Using Boolean, we searched the title, abstract, and keywords in articles. All duplications were then removed using the Rayyan web tool. Any articles lacking abstracts were appropriately located and assessed to determine their inclusion. Both title/abstract screening, and full-text screening, was initially performed by the research team. The result was then divided between the research team for blind assessment. The research team then met to resolve any conflicts. The most recent search executed prior to the screening process was in January 2021.

Fig. 1
figure 1

Boolean used during SCOPUS search

3.5 Study selection process

With respect to the eligibility criteria, articles were excluded if they were non-English written articles, used technology that lacks the ability to interactively engage, used non-computer-generated technology (e.g. role playing, use of mannequin), as well as studies that describe technology development only.

Owing to the nature of emerging technology, it was necessary to screen across a broad and multidisciplinary scope. To elaborate, we wanted to screen for works relating to VR technology as an empathy inducing intervention regardless of the location, context or discipline. As such, using the Rayyan web tool, we were able to highlight and screened for a combination of words and phrases where there was reference to VR technology, empathy, and user(s)/participant(s), as well as the technology’s enablement (e.g. perspective-taking, interactivity, immersive) within the titles and abstracts of articles (Fig. 2).

Fig. 2
figure 2

Rayyan keyword screening

3.6 Methodological quality appraisal

In accordance with the MMAT critical appraisal tool, no overall score was used to assess the quality of the articles in this review (Hong et al. 2018).

3.7 Synthesis

A google form was used to collect the data from the MMAT analysis screening phase. The linked.csv file that captured the data was downloaded to a local drive and rendered as a single Microsoft Excel file. Multiple tabs were also constructed to normalise, breakdown, categorise, and map the data into workable and relevant tables for analysis, charting, validation, and coding (see appendices). The web-tool Rayyan was also frequently used as a point of reference and verification.

4 Results

The literature search returned 707 results (Fig. 3). Duplications were then removed using the Rayyan web tool, which resulted in 500 papers remaining. After both title/abstract screening, and full-text screening, 67 papers (n = 67) were divided between all three members of the research team for blind assessment. It was identified that 23 of the 67 papers failed to meet the eligibility criteria. The final result for inclusion was 44 papers (n = 44) (see Appendix 2). The following flow diagram from the PRISMA-ScR guidelines illustrates each stage of the review process (Fig. 3).

Fig. 3
figure 3

PRISMA 2009 flow diagram

The 44 articles addressed a wide range of factors related to VR as a tool to induce empathy in participants within a variety of different contexts (see Appendix 2). Factors included discussions about the type of equipment used, the population, individuals’ experiences in different situations, and challenges and barriers that are experienced in these settings, as well as the findings and limitations of the studies.

4.1 General study characteristics

Out of the 44 articles included, 15 were done in the USA, five in the Netherlands, three in the UK, three in Cyprus, and three in Spain. Two studies were done in Australia, and two in South Korea. The remaining countries, Canada, France, Germany, Israel, Malaysia, Malta, Mexico, Italy, the Philippines, Switzerland, and Taiwan all had one study each (Table 1), (see Fig. 4). All papers included in this review were published between 2007 and 2021, with the majority (65.9%) being published after 2017 (see Appendix 2). All studies used VR technology to allow the participants, to some degree, take a first-person perspective (1PP) of what it might be like in the shoes of someone else (see Appendix 2). Finally, all studies considered how, or if, VR can be used to promote empathetic behaviours.

Table 1 Breakdown of Countries where studies was conducted and count

4.2 Studies done surrounding the use of VR technology as an empathy enhancement medium

In response to RQ1: out of the 44 articles included, 34.10% (15/44) were in the context of healthcare and medicine, making it the leading sector researching virtual reality technology as an empathy enhancement medium. In second place was the education sector with 34.10% (15/44), followed by 22.73% (10/44) of studies that fell into a broader prosocial context (see Appendix 3). Significant to the current review, no studies used ‘disability support workers’ (DSWs), and only three studies used informal caregivers (see Appendix 6).

4.3 Terminology and working definitions

In response to RQ2: out of the 44 articles included, “Virtual Reality” was the most commonly used term appearing in 97.8% (43/44) papers. Within these, 3 common working definitions were identified. This was followed by the term “Virtual environment” which appeared in 70.45% (31/44) of papers. “Empathy” was the most frequent cognitive related terminology used, appearing in 100% (44/44) studies. It was also the most frequently challenged term as it came with various definitions (see Appendix 8). The second most common cognitive related word was “Presence”, and appeared in 84.09% (37/44) studies. The most frequent word surrounding VR-related materials and hardware was “Head-mount display” appearing in 50% (22/44) studies. However, there were often alternative terms used in its place such as VR headset, which appeared in 22.73% (10/44) studies (see Appendix 8).

4.4 Facilitators attached to outcomes

In response to RQ3: out of the 44 articles included, 100% (44/44) of studies recognised perspective-taking as an important characteristic of empathy. 65.91% (29/44) papers, to some degree, ascribed VR’s capacity to enable perspective-taking as a facilitator. 45.46% (20/44) papers, noted presence, or the level of presence, as a key facilitator. It should also be noted that presence, along with immersion was frequently discussed as an interrelated factor of perspective-taking (see Appendix 10).

4.5 Barriers attached to outcomes

In response to RQ3: out of the 44 articles included, the most common reported barriers were related to a lack of “measures”, that is 56.81% (25/44). This was followed by both “sample size” and factors relating to “control and reliability”, a total of 43.19% (19/44) (see Appendix 11).

4.6 What is known from the existing literature?

In response to RQ4: out of the 44 articles included, 81.82% (36/44) of studies reported on existing literature that reinforced VR’s potential to facilitate the activation of prosocial characteristics. The remaining studies, 18.19% (8/44), reported on existing literature that used a more disputed, and/or indecisive, narrative towards VR’s capacity to facilitate the activation of prosocial characteristics (see Appendix 8). Problematic to the current review, no studies explicitly used disability support workers, with the closest cohort being informal caregivers (see Appendix 7).

5 Discussion

We performed a systematic and comprehensive scoping review that included 44 papers relating to the use of VR technology as an empathy enhancement tool. Our findings illustrate that since 2017 there has been substantial growth of interest in this area. Although not definitive, there was significant evidence to support VR as an effective intervention to induce empathy in participants, owing to its unique ability to facilitate perspective-taking, engagement, immersion, and presence (see Appendix 9). This calls into question the findings of Bang and Yildirim (2018), Deladisma et al. (2007), Herrera et al. (2018), Jütten et al. (2017), Kim et al. (2020), MacDorman (2019), McEvoy et al. (2016), and Steinfeld (2020), who found VR was not an effective intervention for enhancing empathy, or reported a more disputed, and/or indecisive outcome. In addition, some studies found interesting results when investigating the effects of viewing interventions through different display devices that are purported to facilitate a greater sense of immersion and presence, compared to less immersed systems. For example, Weinel et al. (2018) found no clear benefit in using a VR-cardboard version compared to a 360 YouTube video version, but acknowledge the inferior quality of VR-cardboard devices compared to the more expensive VR HMD solutions that offer higher resolutions and levels of immersion, which may impact the ability to induce empathy. On the other hand, Bang and Yildirim (2018) did compare a VR headset (Oculus Rift) to a YouTube 360° video, via a desktop computer, and found that even with the more expensive HMD, the empathy levels did not vary between display devices. Nevertheless, there was significant variation in the reporting and context of the studies reviewed, which could affect decision-making. Moreover, the research in this area is in its infancy, with some papers identifying important factors that weren’t considered in their study design, such as probable influences like “control”, “reliability”, and “psychometric and physiological measures”. As such, these kinds of probable influences should be considered for any future studies. Furthermore, our results suggest that the methodology used to enhance empathy via VR, can be improved. When we compared the length of the VR experience employed by the 44 studies, we identified a lack of consistency, which suggests a dearth of understanding relating to how the length of VR exposure affects participants (see Appendix 2). Similarly, we compared the types of VR head-mount display gear used and identified a significant variation between studies (see Appendix 4, Appendix 9). This suggests a lack of understanding relating to how the quality, type, and design of the equipment influences the experience. Additionally, our results suggest that the terminology and working definitions also lack consistency. When we investigated this area, we identified numerous studies that reported on the complex and/or wide-ranging definition of empathy. One explanation for this was attributed to its use by different disciplines (Stavroulia and Lanitis 2019). In any event, this lack of consensus on the meaning of empathy further highlights the need for greater definition and understanding of conditions and findings, particularly since our results illustrate the different sectors and context in which this field of research is occurring.

In regard to barriers attached to outcomes, our results suggest that a lack of measures was the most common, including the need for greater “psychometric and physiological” considerations. This was followed by sample size and diversity, and factors relating to control and reliability, which were reported by several studies to be the factor that influenced their abilities to make generalisations. In addition, we also identified other less common factors such as scenario content, time restrictions, technology, and study design limitations (see Appendix 11).

In regard to facilitators attached to outcomes, our results suggest that perspective-taking is the most commonly agreed factor that facilitates empathy. Despite the fact that VR has been labelled the “ultimate empathy machine” (Milk 2015); it is VR’s ability to allow perspective-taking, as well as other interrelated factors, such as presence, immersion, embodiment, and interactivity that has made it popular amongst researchers in this field (Barbot and Kaufman 2020; Ventura et al. 2021). The level of these factors was also reported as playing a key role in influencing prosocial change in participants, as well as other factors such as, the level of user VR experience, avatar relatability, and individual personality qualities. However, this varied across studies, suggesting a lack of consensus and understanding concerning individual facilitators and how they influence the VR experience. Therefore, it could be argued that the addition of a more holistic and longitudinal standpoint is needed to appreciate how these interrelated factors best work together in VR environments to activate prosocial qualities.

In regard to the existing literature, our results point to VR as a promising medium to facilitate the activation of prosocial characteristics, including empathy. Though some studies did provide indecisive or disputative findings, an explanation for this could be the infancy of their research as well as measuring and sample limitations.

It should be noted that there are some limitations in our scoping review. First, the nature of scoping reviews is that the focus is on breadth rather than depth of information, which is the case here. Secondly, though it is generally accepted that meta-analyses are not typical characteristics of scoping reviews, it was appropriate for our objectives to use this method to map and analyse key information. Finally, our findings are generalisable to the limitations discussed in the eligibility criteria section.

We believe our results will be useful and of interest to those researching in the field of VR as an empathy enhancement medium. The knowledge we have gained from conducting this scoping review will be used to advance our own research in this exciting and promising new area. It is clear from this scoping review, that there is a dearth of understanding and consensus in this research, and in particular, in the area of disability support workers. As such, we intend to conduct empirical research in this field, with a particular interest in contributing to the disability support sector.

6 Limitations

Because studies exploring the effectiveness of VR as an empathy enhancing intervention are in their early stages, the inclusion of quasi-experimental studies in this review may be problematic since they lack features of random assignment to VR treatment and control. Furthermore, the generalisability of findings is questionable given that interpretations are largely based on limited studies where not all variables were considered, such as “psychological proximity”, “pre-existing biases”, “cultural factors”, “gender effects”, and “practice effects”. Moreover, the results of some studies we reviewed were based on a modest sample size (Barbot and Kaufman 2020; Cheng et al. 2010; Hamilton-Giachritsis et al. 2018; Johnsen and Lok 2008; Muller et al. 2017; Trinidad and Linsangan 2018), which may not offer a true representation of the targeted population. Likewise, findings are questionable due to the lack of real-world application, conditions and environments in which evaluations occurred. In addition, there was a significant lack of studies done that used caregivers or disability support workers (DSWs) as participants, which was problematic for our research aims.

7 Conclusion

From the forty-four articles reviewed, thirty-five studies reported in the literature reinforced VR’s potential to facilitate the activation of prosocial characteristics to some degree. This is encouraging, suggesting that VR may be an acceptable intervention for DSW training. This is important since studies on disability have reported the need for advancements in support training that facilitates personalised disability support. Moreover, governments and organisations around the world continue to report that there is a lack of knowledge and understanding of people with disability in the support sector (Commonwealth of Australia 2020; Van Mierlo et al. 2012; World Health Organization and World Bank 2011). Nevertheless, studies in this field are limited and in their early stages, even more so involving DSWs as participants, which is problematic for our research focus for the current review. It is hoped that findings from this review will motivate new research in this area.

We offer some suggestions for future research. For instance, some industry sectors may traditionally have limited experience with technology. As such, it may be beneficial to pay greater attention to influencing variables, such as “practice effects” and sample size. Moreover, in industries where tight budgets tend to be the norm, such as the disability support work sector (NDS 2021; PWD 2022; Ryan and Stanford 2018); greater attention to cost-effectiveness and practicality may be beneficial towards understanding the feasibility of introducing a VR intervention into real-world settings.