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Mar et al., in a study of 94 participants, identified that the primary mode of literature that increases empathy is fiction, as opposed to non-fiction. [5] Other studies verify these results and go on to specify that active fiction in particular engages with the reader and affects the reader’s empathy, at the very least in adults, rather than passive, entertainment fiction. [6]
Essays on Empathy is an anthology of ten games developed and released by Deconstructeam, [1] [2] with the exception of one title, De Tres Al Cuarto, being a new work created for the game. [1] Games are presented in a menu, with each being playable in any order. [ 3 ]
Empathy is generally described as the ability to take on another person's perspective, to understand, feel, and possibly share and respond to their experience. [1] [2] [3] There are more (sometimes conflicting) definitions of empathy that include but are not limited to social, cognitive, and emotional processes primarily concerned with understanding others.
Emma Seppala distinguishes compassion from empathy and altruism as follows: "... The definition of compassion is often confused with that of empathy. Empathy, as defined by researchers, is the visceral or emotional experience of another person's feelings. It is, in a sense, an automatic mirroring of another's emotion, like tearing up at a ...
He argues that a group may, for example, contain men and women and people from a range of ethnicities. One could judge a person's emotional literacy by observing what they brought to the situation, the way they interacted and the degree to which they showed empathy, and, the recognition of "self" and "others".
Digital empathy is the application of the core principles of empathy – compassion, cognition, and emotion – into technical designs to enhance user experience. According to Friesem (2016), digital empathy is the cognitive and emotional ability to be reflective and socially responsible while strategically using digital media.
In Worringer's first book, the widely read and influential Abstraction and Empathy, he divided art into two kinds: the art of abstraction (which in the past was associated with a more 'primitive' world view) and the art of empathy (which had been associated with realism in the broadest sense of the word, and which was dominant in European art since the Renaissance). [4]
Against Empathy: The Case for Rational Compassion is a 2016 book written by psychologist Paul Bloom. The book draws on the distinctions between empathy , compassion , and moral decision making. Bloom argues that empathy is not the solution to problems that divide people and is a poor guide for decision making.