Correction: Empathy in action: cultivating altruism through immersive game experiences

A correction refers to a change to their article that the author wishes to publish after publication. The publication of this article is subject to Frontiers' editorial approval.Instructions:• Please read through all the templates before choosing • Pick the most relevant text template(s) from the following page and delete all others.• Edit the text as necessary, ensuring that the original incorrect text is included for the record, please see the below. • Please do not use any extra formatting when editing the templates, and only modify the red text unless absolutely necessary • Submit to Frontiers following the instructions on this page.When the original text contained incorrect information, to preserve the scientific record, please include that text when editing the below templates. For example:There was a mistake in the Funding statement, an incorrect number was used.The correct number is "2015C03Bd051.". The publisher apologizes for this mistake.The original version of this article has been updated. Adding/removing text In the published article, there was an omission in the final sentence of paragraph one in Section 1 (Introduction). The titles of the games referenced as examples were inadvertently omitted.The original paragraph was published as: "Digital games have increasingly been recognized as tools for promoting social learning and moral engagement. Prosocial games, which emphasize cooperation, helping, and moral decision-making, have been shown to foster empathy, altruism, and teamwork (Gentile et al., 2009;Greitemeyer and Osswald, 2010). Immersive games, in particular, have been integral to studying social and psychological interactions. In this current study, the term immersive games is used to describe digital games whose design features aim to generate a robust sense of presence and foster deeper involvement within a virtual world, resulting in detachment from physical reality (Han et al., 2024;Jennett et al., 2008;Pine and Gilmore, 2001). For example, games such as Game Company (2012), developed by thatgamecompany, encourage nonverbal cooperation (du Bois, 2022); Upper One Games (2014), created by Upper One Games and published by E-Line Media, fosters understanding while reinforcing the importance of community through cultural exploration (Evren, 2025);and LLC (2013), developed by 3909 LLC, challenges players with moral dilemmas that balance loyalty and empathy (Cabellos et al., 2022)."A correction has been made to the section 1. Introduction, paragraph 1: "Digital games have increasingly been recognized as tools for promoting social learning and moral engagement. Prosocial games, which emphasize cooperation, helping, and moral decision-making, have been shown to foster empathy, altruism, and teamwork (Gentile et al., 2009;Greitemeyer and Osswald, 2010). Immersive games, in particular, have been integral to studying social and psychological interactions. In this current study, the term immersive games is used to describe digital games whose design features aim to generate a robust sense of presence and foster deeper involvement within a virtual world, resulting in detachment from physical reality (Han et al., 2023;Jennett et al., 2008;Pine and Gilmore, 2001). For example, games such as Journey (thatgamecompany, 2012) encourage nonverbal cooperation (du Bois, 2022); Never Alone (Upper One Games, 2014) fosters understanding while reinforcing the importance of community through cultural exploration (Evren, 2025); and Papers, Please (Pope, 2013) challenges players with moral dilemmas that balance loyalty and empathy (Cabellos et al., 2022)."The original version of this article has been updated.for a reason not seen here, please contact the journal's editorial office.

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Publication Details

Journal
Frontiers in Virtual Reality
Published
2026-03-16
DOI
https://doi.org/10.3389/frvir.2026.1810187
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

Correction: Empathy in action: cultivating altruism through immersive game experiences

Samantha Lorenzo, Leila Okahata
Frontiers in Virtual Reality
Digital Games and Media
article

Correction: Empathy in action: cultivating altruism through immersive game experiences

Samantha Lorenzo, Leila Okahata
article en

Abstract

A correction refers to a change to their article that the author wishes to publish after publication. The publication of this article is subject to Frontiers' editorial approval.Instructions:• Please read through all the templates before choosing • Pick the most relevant text template(s) from the following page and delete all others.• Edit the text as necessary, ensuring that the original incorrect text is included for the record, please see the below. • Please do not use any extra formatting when editing the templates, and only modify the red text unless absolutely necessary • Submit to Frontiers following the instructions on this page.When the original text contained incorrect information, to preserve the scientific record, please include that text when editing the below templates. For example:There was a mistake in the Funding statement, an incorrect number was used.The correct number is "2015C03Bd051.". The publisher apologizes for this mistake.The original version of this article has been updated. Adding/removing text In the published article, there was an omission in the final sentence of paragraph one in Section 1 (Introduction). The titles of the games referenced as examples were inadvertently omitted.The original paragraph was published as: "Digital games have increasingly been recognized as tools for promoting social learning and moral engagement. Prosocial games, which emphasize cooperation, helping, and moral decision-making, have been shown to foster empathy, altruism, and teamwork (Gentile et al., 2009;Greitemeyer and Osswald, 2010). Immersive games, in particular, have been integral to studying social and psychological interactions. In this current study, the term immersive games is used to describe digital games whose design features aim to generate a robust sense of presence and foster deeper involvement within a virtual world, resulting in detachment from physical reality (Han et al., 2024;Jennett et al., 2008;Pine and Gilmore, 2001). For example, games such as Game Company (2012), developed by thatgamecompany, encourage nonverbal cooperation (du Bois, 2022); Upper One Games (2014), created by Upper One Games and published by E-Line Media, fosters understanding while reinforcing the importance of community through cultural exploration (Evren, 2025);and LLC (2013), developed by 3909 LLC, challenges players with moral dilemmas that balance loyalty and empathy (Cabellos et al., 2022)."A correction has been made to the section 1. Introduction, paragraph 1: "Digital games have increasingly been recognized as tools for promoting social learning and moral engagement. Prosocial games, which emphasize cooperation, helping, and moral decision-making, have been shown to foster empathy, altruism, and teamwork (Gentile et al., 2009;Greitemeyer and Osswald, 2010). Immersive games, in particular, have been integral to studying social and psychological interactions. In this current study, the term immersive games is used to describe digital games whose design features aim to generate a robust sense of presence and foster deeper involvement within a virtual world, resulting in detachment from physical reality (Han et al., 2023;Jennett et al., 2008;Pine and Gilmore, 2001). For example, games such as Journey (thatgamecompany, 2012) encourage nonverbal cooperation (du Bois, 2022); Never Alone (Upper One Games, 2014) fosters understanding while reinforcing the importance of community through cultural exploration (Evren, 2025); and Papers, Please (Pope, 2013) challenges players with moral dilemmas that balance loyalty and empathy (Cabellos et al., 2022)."The original version of this article has been updated.for a reason not seen here, please contact the journal's editorial office.

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