Conference References (Futures Dec. 7, 2018)

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Anthropy A (2012) Dys4ia, computer game.

Anthropy A (2015) Empathy Game, New York: Babycastles.

Anderson, P. L., Rothbaum, B. O., & Hodges, L. (2001). Virtual reality: Using the virtual world to improve quality of life in the real world. Bulletin of the Menninger Clinic, 65(1), 78-91. doi:10.1521/bumc.

Bailey, J.O, & Bailenson, J.N., (2017). Considering virtual reality in children’s lives, Journal of Children and Media, 11(1), Retrieved from

Bar-On, R., & Parker, J. D. A. (2000). The handbook of emotional intelligence. San Francisco, CA: Jossey-Bass Inc.

Barsalou, L. W. (2009). Simulation, situated conceptualization, and prediction. Philosophical Transactions of the Royal Society B: Biological Sciences, 364(1521), 1281-1289. doi:10.1098/rstb.2008.0319

Barsalou, L. W. (2010). Grounded cognition: Past, present, and future. Topics in Cognitive Science, 2(4), 716.

Baron-Cohen S (2011) Zero Degrees of Empathy: A New Theory of Human Cruelty. London: Allen Lane.

Batson, C. D., Chang, J., Orr, R., and Rowland, J. (2002). Empathy, attitudes and action: can feeling for a member of a stigmatized group motivate one to help the group. Pers. Soc. Psychol. Bull. 28, 1656–1666

Baym, N. (2010). Personal connections in the digital age. Cambridge, UK: Polity Press.

Bogost, I. (2007). Persuasive games: The expressive power of videogames, MIT Press.

Bogost, I. (2011). How to do things with videogames University of Minnesota Press.

Bollmer, Grant. (2017), Empathy machines, Media International Australia (8/1/07-current). 165 (1) p63-76. 14p. DOI: 10.1177/1329878X17726794.

Bolter J.D, Grusin R. (1999) Remediation: Understanding New Media. Cambridge, MA: MIT Press

Brom, C., Šisler, V., Slussareff, M., Selmbacherová, T., & Hlávka, Z. (2016). You like it, you learn it: Affectivity and learning in competitive social role play gaming. International Journal of Computer-Supported Collaborative Learning, 11(3), 313-348. doi:10.1007/s11412-016-9237-3.

Carr, N. (2010). The shallows: How the Internet is changing the way we think, read and remember.

New York, NY: W. W. Norton & Company.

Castillo, R., Salguero, J. M., Fernández-Berrocal, P., & Balluerka, N. (2013). Effects of an emotional intelligence intervention on aggression and empathy among adolescents. Journal of Adolescence, 36, 883-892

Cheng, Y., Chiang, Hsuan-Chi , Cheng, Jun Yea Li-hung, (2010) Enhancing empathy instruction using collaborative virtual learning environment for children with autistic spectrum conditions, Computers & Education, 55(4), 1449-1458

Daniau, S. (2016). The transformative potential of role-playing games—: From play skills to human skills. Simulation & Gaming, 47(4), 423-444. doi:10.1177/1046878116650765.

Davis, M. H. (1983). Measuring individual differences in empathy: Evidence for a multidimensional approach. Journal of Personality and Social Psychology, 44, 113-126. Google Scholar, Crossref, ISI

Didehbani, N., Allen, T., Kandalaft, M., Krawczyk, D., & Chapman, S. (2016). Virtual reality social cognition training for children with high functioning autism. Computers in Human Behavior, 62, 703-711. 10.1016/j.chb.2016.04.033

Egenfeldt-Nielsen S. (2007). Educational potential of computer games. New York, NY: Continuum.

Fast, L. A., & Funder, D. C. (2008). Personality as manifest in word use: Correlations with self-report, acquaintance report, and behavior. Journal of Personality and Social Psychology, 94(2), 334-346. doi:10.1037/0022-3514.94.2.334

Fowler S. M., Pusch M. D. (2010). Intercultural simulation games: A review (of the United States and beyond). Simulation & Gaming, 41, 94-115.

Garris, R., Ahlers, R. & Driskell, J.E. (2002). Games, motivation, and learning: a research and practice model. Simulation & Gaming, 33(4), 441-467.

Gee J. P. (2003). What video games have to teach us about learning and literacy. New York, NY: Palgrave Macmillan.

Gentile, D. A. (2011). The multiple dimensions of video game effects. Child Development Perspectives, 5(2), 75-81. doi:10.1111/j.1750-8606.2011.00159.x

Gentry, W. A. (2010). Managerial derailment: What it is and how leaders can avoid it. In E. Biech (Ed.), ASTD leadership handbook (pp. 311–324). Alexandria, VA: ASTD Press.

Gentry, W. A., & Chappelow, C. T. (2009). Managerial derailment: Weaknesses that can be fixed. In R. B. Kaiser (Ed.), The perils of accentuating the positives (pp. 97–113). Tulsa, OK: Hogan Press.

George, J. M. (2000). Emotions and leadership: The role of emotional intelligence. Human Relations, 53, 1027–1055.

Gini, G., Albiero, P., Benelli, B., & Altoe, G. (2007). Does empathy predict adolescents’ bullying and defending behavior? Aggressive Behavior, 33, 467–476.

Gleason, K. A., Jensen-Campbell, L. A. & Ickes, W. The role of empathic accuracy in adolescents’ peer relations and adjustment. Pers. Soc. Psychol. Bull. 35, 997–1011 (2009).

Goleman, D. (1995). Emotional intelligence. New York: Bantam Dell.

Goleman, D. (2013), Empathy 101,, Retrieved from

Gorry A. (2009, August 31). Empathy in the virtual world. Chronicle of Higher Education, 56, B10-B12.

Greitemeyer, T. & Osswald, S. (2010), Effects of prosocial video games on prosocial behavior. J. Pers. Soc. Psychol. 98, 211–221.

Grühn, D., Rebucal, K., Diehl, M., Lumley, M., Labouvie-Vief, G. (2008). Empathy across the adult lifespan: Longitudinal and experience-sampling findings. Emotion, 8, 753-765. Google Scholar, Crossref, Medline, ISI

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Heim, M. (1994). The metaphysics of virtual reality Oxford University Press.

Hoffman, M. L. (1990), “Empathy and Justice Motivation,” Motivation and Emotion, 14(2): 151-171.

Isbister, K. (2016) How Games Move Us: Emotion by Design Cambridge, MA: MIT Press

Isbister, K., & Nass, C. (2000). Consistency of personality in interactive characters: Verbal cues, non-verbal cues, and user characteristics. International Journal of Human – Computer Studies, 53(2), 251-267. doi:10.1006/ijhc.2000.0368

Kidd, J. (2015). Gaming for affect: Museum online games and the embrace of empathy. Journal of Curatorial Studies, 4(3), 414-432. doi:10.1386/jcs.4.3.414_1

Kim Y.S., & Leventhal B. Bullying and Suicide. A review. International Journal of Adolescent Medicine and Health. 2008, 20 (2): 133-154

Kolb, A. Y., & Kolb, D. A. (2010). Learning to play, playing to learn: A case study of a ludic learning space. Journal of Organizational Change Management, 23(1), 26-50. doi:10.1108/09534811011017199

Konijn, E., Nije Bijvank, M., Van der Heijden, Y., Walma Van Der Molen, J., & Hoorn, J. (2008). Babies Against Bullets: Empathy as an Intervention Technique in Violent Video Game Play. Conference Papers — International Communication Association, 1-25.

Konrath, S., O’Brien, E., & Hsing, C. (2011). Changes in dispositional empathy in American college students over time: A meta-analysis. Personality and Social Psychology Review, 15, 180-198.

Konrath S., Ho M.-H., Zarins S. (2016). The strategic helper: Narcissism and prosocial motives and behaviors. Current Psychology, 35, 182-194.

Kral, T. R.A., Stodola, D.E., Birn, R. M., Mumford, J.A., Solis, E., Flook, L., Patsenko, E.G., Anderson, C.G., Steinkuehler, C., & Davidson, R.J., (2018), Neural correlates of video game empathy training in adolescents: a randomized trial, NPJ, Science of Learning, 3 (13)

Krämer, N., Sobieraj, S., Feng, D., Trubina, E., and Marsella, S., (2018), Being Bullied in Virtual Environments: Experiences and Reactions of Male and Female Students to a Male or Female Oppressor, Front. Psychol.,

Lameras, P., Arnab, S., Dunwell, I., Stewart, C., Clarke, S., & Petridis, P. (2017). Essential features of serious games design in higher education: Linking learning attributes to game mechanics. British Journal of Educational Technology, 48(4), 972-994. 10.1111/bjet.12467

Leary, T., & Michael Horowitz, M. (1994), Chaos & Cyber Culture, Ronin Publishing (CA).

Lee, H. (1999). To kill a mockingbird (40th Anniversary ed.). New York: HarperCollins Publishers.

Lovett, J.B., & Sheffield, A.R. (2006). Affective empathy deficits in aggressive children and adolescents: A critical review. Clinical Psychology Review, 27, 1–13.

McKay, R., Arnold, D. H., Fratzl, J., & Thomas, R. (2008). Workplace bullying in academia: A Canadian study. Employee Responsibilities and Rights Journal, 20(2), 77-100. doi:10.1007/s10672-008-9073-3

Milk, C. (April 22, 2015), How virtual reality can create the ultimate empathy machine, TED Talk, Retrieved from

Mitsopoulou, E., & Giovazolias, T. (2015). Personality traits, empathy and bullying behavior: A meta-analytic approach. Aggression and Violent Behavior, 21, 61-72. doi:10.1016/j.avb.2015.01.007

Modecki, K. L., Ph.D., Minchin, J., Harbaugh, A. G., Ph.D., Guerra, N. G., Ph.D., & Runions, K. C., Ph.D. (2014). Bullying prevalence across contexts: A meta-analysis measuring cyber and traditional bullying. Journal of Adolescent Health, 55(5), 602-611. doi:10.1016/j.jadohealth.2014.06.007

Molka-Danielsen, J., Carter, BW., Creelman, A, Empathy in virtual learning environments International Journal of Networking and Virtual Organisations 6 (2), 123-139.

Owen, T., Pitt, F., Aronson-Rath, R., & Milward, J. (Nov. 11, 2015) Virtual Reality Journalism, The Tow Centre for Digital Journalism, Retrieved from

Paiva, A., Dias, J., Sobral, D., Aylett, R., Woods, S., Hall, L., & Zoll, C. (2005). learning by feeling: Evoking empathy with synthetic characters. Applied Artificial Intelligence, 19(3-4), 235-266. doi:10.1080/08839510590910165

Pennebaker, J. W. (2011). Using computer analyses to identify language style and aggressive intent: The secret life of function words. Dynamics of Asymmetric Conflict, 4(2), 92-102. doi:10.1080/17467586.2011.627932

Pines, A., Bailenson, J. N., Williams, L. M., Li, B. J., & Greenleaf, W. J. (2017). A public database of immersive VR videos with corresponding ratings of arousal, valence, and correlations between head movements and self report measures. Frontiers in Psychology, 8 doi:10.3389/fpsyg.2017.02116 Retrieved from

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Prensky, M. (2012). From digital natives to digital wisdom: Hopeful essays for 21st century learning.

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Rushkoff, D. (2013). Present shock: When everything happens now. New York, NY: Penguin.

Ryan, Marie-Laure. (2015), Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media, JHU Press.

Sabourin, J. L., & Lester, J. C. (2014). Affect and engagement in game-based Learning environments. IEEE Transactions on Affective Computing, 5(1), 45-56. doi:10.1109/T-AFFC.2013.27

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Sampaio, Julliane Messias Cordeiro, Santos, Gabriela Valente, Oliveira, Wanderlei Abadio de, Silva, Jorge Luiz da, Medeiros, Marcelo, & Silva, Marta Angélica Iossi. (2015). Emotions of students involved in cases of bullying. Texto & Contexto – Enfermagem, 24(2), 344-352.

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Shin, D. (2017). The role of affordance in the experience of virtual reality learning: Technological and affective affordances in virtual reality. Telematics & Informatics, 34(8), 1826-1836. doi:10.1016/j.tele.2017.05.013

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