Developments in applications of virtual reality (VR) in the field of children's education and healthcare have been increasing rapidly in recent years. Until today, little research has been done on...Show moreDevelopments in applications of virtual reality (VR) in the field of children's education and healthcare have been increasing rapidly in recent years. Until today, little research has been done on the negative physical effects that the use of VR can cause in children aged 8-12 years. The aim of the research reported in this paper is to determine whether the use of VR causes negative physical symptoms in children and to what extent gender, level of fun of the VR task and degree of media use are influencing factors regarding such symptoms. In this study, 64 children aged 8-12 years participated. Before and after playing a short VR game, the children completed a questionnaire (CSSQ) measuring cybersickness symptoms. The results showed that children suffered some degree of cybersickness symptoms after playing a short VR game. Nevertheless, the number of children in the study suffering from cybersickness was very small. The factors of gender, degree of media use and level of fun of the VR game did not seem to influence the development of cybersickness symptoms. In follow-up studies, larger subgroups could be examined to determine more accurately at what age cybersickness symptoms are most prevalent.Show less
Contemporary police officers often lack a proper understanding of civilian’s mental states required to deliver an appropriate empathic response. Recently, virtual reality (VR) emerged as a...Show moreContemporary police officers often lack a proper understanding of civilian’s mental states required to deliver an appropriate empathic response. Recently, virtual reality (VR) emerged as a promising medium to promote empathy, offering several crucial advantages over traditional methods. However, as research is limited on VR empathy training, its effectiveness and practical utility for the police remains unclear. This study investigated the effectivity and utility of two VR empathy tools for the Dutch police force. In this study, 11 Dutch police officers were immersed in two simulations of the perspectives of a child victim of domestic violence (DV) and a person living with a mild intellectual disability (MID), in counterbalanced order. Results showed that, in line with the hypotheses, for the DV simulation, participants’ illusionary feeling of presence in the virtual world predicted their emotional involvement with the experience, and in turn, this emotional involvement predicted empathy towards victims of domestic violence. Contrary to the hypotheses, for the MID simulation, presence did not predict emotional involvement. Yet, in line with the hypotheses, emotional involvement did predict empathy towards people living with a mild intellectual disability. Combined with insights from post-simulation interviews, both VR empathy tools are concluded to be effective and useful for Dutch police empathy training. These findings highlight VR’s potential to shape scalable and standardardized training opportunities to support the complex role of contemporary policing. Future research could extend our approach by including a control group and by making a direct comparison between VR, traditional perspective-taking tasks, and roleplay empathy training.Show less