“A growing number of virtual reality worlds [are] designed not for video gaming or entertainment, but rather to change human attitudes, and increase the user’s compassion and empathy.
Jeremy Bailenson is the director of Stanford’s VHIL, which is researching these ‘social good’ experiences. He says the reason VR can work like this is because of its capacity for deep immersion.
Put on the headset, and you get lost in a way you generally don’t when watching a movie or reading a book.”
Image, text and report by Todd Bookman at WHYY