Persuasive games exist for a wide variety of objectives, from marketing, to healthcare and activism. Some of the more socially-aware ones cast players as members of disenfranchised minorities, such as migrants, prompting them to 'see what they see'. In parallel, a growing number of designers has recently started to leverage immersive technologies to enable the public to temporarily inhabit another person, to 'sense what they sense'. From these two converging perspectives, we hypothesize a still-uncharted space of opportunities at the crossroads of games, empathy, persuasion, and immersion. Following a Research through Design approach, we explored this space by designing A Breathtaking Journey, an embodied and multisensory mixed-reality game providing a first-person perspective of a refugee's journey. A qualitative study was conducted with a grounded theory/open coding methodology to tease out empathy-arousing characteristics, and to chart this novel game design space. As we elaborate on our analysis, we provide insights on empathic mixed-reality experiences, and conclude with offering three design opportunities: visceral engagement, reflective moments and affective appeals, to spur future research and design.
DOCUMENT
Extended Reality (XR) technologies—including virtual reality (VR), augmented reality (AR), and mixed reality (MR)—offer transformative opportunities for education by enabling immersive and interactive learning experiences. In this study, we employed a mixed-methods approach that combined systematic desk research with an expert member check to evaluate existing pedagogical frameworks for XR integration. We analyzed several established models (e.g., TPACK, TIM, SAMR, CAMIL, and DigCompEdu) to assess their strengths and limitations in addressing the unique competencies required for XRsupported teaching. Our results indicate that, while these models offer valuable insights into technology integration, they often fall short in specifying XR-specific competencies. Consequently, we extended the DigCompEdu framework by identifying and refining concrete building blocks for teacher professionalization in XR. The conclusions drawn from this research underscore the necessity for targeted professional development that equips educators with the practical skills needed to effectively implement XR in diverse educational settings, thereby providing actionable strategies for fostering digital innovation in teaching and learning.
MULTIFILE
Socially aware persuasive games that use immersive technologies often appeal to empathy, prompting users to feel and understand the struggles of another. However, the often sought-after standing in another's shoes' experience, in which users virtually inhabit another in distress, may complicate other-oriented empathy. Following a Research through Design approach, we designed for other-oriented empathy - focusing on a partaker-perspective and diegetic reflection - which resulted in Permanent; a virtual reality game designed to foster empathy towards evacuees from the 2011 Fukushima Daiichi nuclear disaster. We deployed Permanent 'in the wild' and carried out a qualitative study with 78 participants in the Netherlands and Japan to capture user experiences. Content Analysis of the data showed a predominance of other-oriented empathy across countries, and in our Thematic Analysis, we identified the themes of 'Spatial, Other, and Self -Awareness', 'Personal Accounts', 'Ambivalence', and 'Transdiegetic Items', resulting in design insights for fostering other-oriented empathy through virtual reality.
DOCUMENT
Inside Out is an innovative research project that translates cutting-edge microbiome science into immersive, multisensory experiences aimed at long-term behavioral and mental health transformation. Combining extended reality (XR), speculative gastronomy, and narrative therapy, the project enables participants to explore their inner microbiome landscape through taste, smell, touch, and interactive storytelling. This pioneering methodology connects gut-brain science with emotional and sensory engagement. Participants experience their bodies from the inside out, cultivating a visceral understanding of the symbiotic microbial worlds within us. The project includes AI-generated "drinkable memories," microbiome-inspired food designs, haptic-olfactory VR environments, and robotic interactions that choreograph the body as terrain. Developed in collaboration with designers from Polymorf, producer Studio Biarritz, psychiatrist-researcher Anja Lok, and microbiome scientists from Amsterdam UMC and the Amsterdam Microbiome Expertise Center, Inside Out bridges scientific rigor with artistic expression. The project seeks to: • Increase embodied understanding of the microbiome’s role in health and well-being • Shift public perception from hygiene-based fear to ecological thinking • Inspire behavioral change related to food, gut health, and mental resilience The outcomes are designed to reach a large audience and implementation in science museums, art-science festivals, and educational programs, with a view toward future clinical applications in preventive healthcare and mental well-being. By making the invisible microbiome tangible, Inside Out aims not only to inform, but to transform—redefining how we relate to the ecosystems within us.