August 13, 2026 - 00:48

Virtual reality has long been promoted as an empathy machine, a way to step into someone else's skin and see the world through their eyes. But new research suggests that this immersive perspective taking can sometimes do the opposite, making bias worse and even causing users to pass those negative attitudes on to others.
The study, conducted by a team of psychologists and human computer interaction researchers, tested how people reacted after embodying a virtual avatar of a different race or social group. Participants who went through a standard VR empathy exercise, where they were encouraged to feel what it was like to be discriminated against, actually showed increased implicit bias afterward. Worse, when they were asked to describe their experience to a friend, that friend also showed elevated prejudice, even though they had never put on a headset.
The researchers believe the problem lies in the way the brain processes the virtual body. When a person sees themselves as a member of a marginalized group but still feels their own identity underneath, it can create a sense of threat or discomfort. Instead of building understanding, the brain may double down on its existing stereotypes as a way to resolve that tension. The effect was strongest when the simulation was highly realistic and when the participant was not given proper context or debriefing after the experience.
This is not to say that VR is useless for empathy training. The study found that when the simulation was paired with guided reflection and factual information about the group in question, bias actually decreased. The key seems to be that simply inhabiting a body is not enough. Without a framework to interpret what is being felt, the experience can reinforce the very assumptions it was meant to challenge.
The findings add a cautionary note to the growing use of VR in corporate diversity training, schools, and even therapy. Many companies have embraced immersive empathy exercises as a quick fix for workplace bias, but this research suggests that a rushed session could do more harm than good. The authors recommend that any VR perspective taking be followed by structured discussion and that facilitators be trained to handle the emotional reactions that can arise.
The study also highlights a broader issue with technology and social change. Just because a tool feels powerful does not mean it works as intended. The brain is not a blank slate, and immersive experiences are filtered through existing beliefs and fears. As VR becomes more common, the challenge will be to design experiences that do not just put people in someone else's shoes, but also help them understand why those shoes feel the way they do.
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