# Design and evaluation of a serious game in virtual reality to increase empathy towards students with phonological dyslexia

**Authors:** Jose Manuel Alcalde-Llergo, Andrea Zingoni, Pilar Aparicio-Martinez, Sara Pinzi, Enrique Yeguas-Bolivar

arXiv: 2508.21283 · 2025-09-01

## TL;DR

This paper presents a virtual reality serious game designed to increase empathy towards individuals with phonological dyslexia, demonstrating significant effectiveness in enhancing understanding among non-dyslexic users.

## Contribution

It introduces a novel VR-based empathy tool for dyslexia awareness and evaluates its impact on non-dyslexic participants, which is a new approach in this context.

## Key findings

- 20% average increase in empathy levels among participants
- Effective in raising awareness about phonological dyslexia
- Validated through questionnaires with 101 users

## Abstract

Dyslexia is a neurodevelopmental disorder estimated to strike approximately 5 to 10 per cent of the population. In particular, phonological dyslexia causes problems in connecting the sounds of words with their written forms. Consequently, affected individuals may encounter issues such as slow reading speed, inaccurate reading, and difficulty decoding unfamiliar words. To address these complexities, the use of compensatory tools and strategies is essential to ensure equitable opportunities for dyslexic students. However, the general underestimation of the issue and lack of awareness regarding the significance of support methodologies pose significant obstacles. One of the ways to enhance consciousness towards a certain issue is by stimulating empathy with whom is affected by it. In light of this, this study introduces a serious game in virtual reality, targeted at educators, students, and, in general, at the non-dyslexic community. The game seeks to enhance understanding of the challenges that individuals with dyslexia experience daily, highlighting the relevance of supportive measures. This approach encourages players to empathize with the struggles of dyslexic individuals and to learn firsthand the importance of supportive methodologies. The final version of the experience was tested by 101 participants and evaluated through a specific collection of questionnaires validated in the literature. The results show that using the proposed virtual reality tool to promote empathy for individuals with phonological dyslexia is highly effective, leading to an average 20 per cent increase in participants' empathy after playing the game.

## Full text

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## Figures

13 figures with captions in the complete paper: https://tomesphere.com/paper/2508.21283/full.md

## References

65 references — full list in the complete paper: https://tomesphere.com/paper/2508.21283/full.md

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Source: https://tomesphere.com/paper/2508.21283