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I am not entirely an empath: the influence of cognitive and affective empathic tendencies on situational responses through virtual experiences

Published online by Cambridge University Press:  15 January 2026

Amy Grech*
Affiliation:
Department of Design, Manufacturing and Engineering Management, University of Strathclyde, UK
Georgi V. Georgiev
Affiliation:
Center for Ubiquitous Computing, University of Oulu, Finland
Ross Brisco
Affiliation:
Department of Design, Manufacturing and Engineering Management, University of Strathclyde, UK
Andrew Wodehouse
Affiliation:
Department of Design, Manufacturing and Engineering Management, University of Strathclyde, UK
*
Corresponding author: Amy Grech; Email: amy.grech.2020@uni.strath.ac.uk
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Abstract

Empathy is essential for designers to obtain a deep understanding of user experiences. It encompasses emotional and cognitive dimensions, combining the ability to resonate with others’ feelings emotionally, and to intellectually grasp their perspective, known respectively as affective and cognitive empathy. While empathy has been recognized as vital in a human-centered design process, empathic interactions with users depend on designers’ innate empathic tendencies, referred to as dispositional empathy, making the interactions prone to bias. This nuanced distinction between designers’ dispositional empathy and the resulting automatic responses to a context-specific user circumstance, known as situational empathy, remains underexplored. This research aims to establish the influence of designers’ dispositional empathy on the resulting situated outcome, thereby determining how empathy is triggered. Through an empirical evaluation using immersive virtual reality (VR) technology, participants embody the perspective of a user with vision impairment. This research reveals a statistically significant relationship between dispositional empathic concern and situational affective responses, and between situational cognitive and situational affective empathy. The findings highlight situational affective empathy as inherently linked to humans’ empathic tendencies, underscoring the significance of contextual elements to elicit cognitive empathy, and the potential for emotional responses to drive further cognitive thinking. Through a deepened understanding of empathy’s nuanced nature, the outcomes establish methods and tools for eliciting and measuring situational cognitive and affective empathy when experienced from a first-person perspective in VR. This research contributes to a broader understanding of the practical implications of constructing and experiencing VR experiences for enhanced designer empathy, facilitating future design innovation through digital contexts.

Information

Type
Research Article
Creative Commons
Creative Common License - CCCreative Common License - BYCreative Common License - NC
This is an Open Access article, distributed under the terms of the Creative Commons Attribution-NonCommercial licence (http://creativecommons.org/licenses/by-nc/4.0), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original article is properly cited. The written permission of Cambridge University Press or the rights holder(s) must be obtained prior to any commercial use.
Copyright
© The Author(s), 2026. Published by Cambridge University Press
Figure 0

Figure 1. Dispositional and situational cognitive and affective empathy. Generated using Icograms® (Decety and Ickes, 2011; Seo et al., 2015).

Figure 1

Table 1. IRI subscales descriptions (Davis, 1980)

Figure 2

Figure 2. Dispositional and situational empathy constructs defined according to their dimensionality and measurement method (Davis, 1980; Duan and Hill, 1996; Shen, 2010; Decety and Ickes, 2011; Cuff et al., 2016; GenÇ and Verma, 2024; Grech et al., 2024).

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Table 2. Narrative brief presented to participants pre-VR experience

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Figure 3. (a) Virtual restaurant highlighting participant location. (b) Perspective taken by the participant with embodied hands, overlooking the dining table. (c) On the left, the viewer’s perspective is observed without the blurred vision applied using the Bokeh blur effect. On the right, the blurred vision is implemented. Developed using Unity Game Engine 2022.3.5.

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Table 3. Storyboard incorporating designed actions and reasoning behind them (generated using ShapesXR® and Icograms®)

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Figure 4. Experimental setup highlighting the stages of the VR experience, including initial and closing activities.

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Table 4. Empathic Empowerment Scale applied to analyze situational empathy (Grech et al., 2024). Adapted from Apfelbaum et al. (2021)

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Table 5. Self-expressed reflections of participants applied to measure situational empathy

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Table 6. Summary of Pearson’s correlation results

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Figure 5. Methods and tools for eliciting and measuring situational cognitive and affective empathy.