What is it about?

How do you help people truly understand the horror of genocide when they haven't experienced it themselves? Can technology bridge that empathy gap? This research explores whether virtual reality (VR) can create meaningful emotional connections with traumatic historical events—specifically, the 2014-2017 Yazidi genocide in Iraq perpetrated by ISIS. We evaluated "Nobody's Listening," an immersive VR experience that places users in the ruins of Kocho village, a Yazidi community devastated by ISIS attacks. Through VR headsets, 127 participants from across Iraq—none of them Yazidi—could choose to follow one of three characters: Shereen, a Yazidi woman who survived sexual slavery; her brother Shamo, who survived a massacre; or a local ISIS fighter who participated in the attacks. Each character's story, based on real testimonies, unfolds through 360° footage, 3D reconstructions of destroyed sites, and emotionally powerful first-person narration. The results were striking. Over 85% of participants reported increased awareness of the genocide, 71% gained new knowledge about Yazidi culture, and more than 80% experienced intense emotional reactions including empathy, grief, and shock. Perhaps most remarkably, when describing what impressed them most, 57% demonstrated "historical empathy"—not just feeling sad, but actually understanding the historical context, taking different perspectives, and forming emotional connections with people from the past. Many Kurdish participants connected the Yazidi experience to their own histories of persecution under Saddam Hussein, suggesting VR can activate collective memory and foster cross-community understanding in post-conflict societies. Over 90% of participants believed justice hadn't been served for the Yazidis, with many expressing intentions to advocate for recognition and accountability.

Featured Image

Why is it important?

This research addresses a critical question in human rights education and post-conflict reconciliation: how can we create meaningful engagement with traumatic histories when traditional methods—textbooks, documentaries, museum exhibits—often fail to break through emotional distance? The answer matters for memorial sites, human rights organisations, and educational institutions worldwide seeking effective tools for preventing future atrocities through awareness and empathy. Our study makes three unique contributions. First, it's one of the largest systematic evaluations of VR for difficult heritage, with 127 participants across five Iraqi cities representing diverse ethnic and religious backgrounds. Most VR empathy research relies on small samples of Western university students; we tested this technology in a post-conflict society where multiple communities carry their own trauma histories. This context revealed something unexpected: participants didn't just empathise with abstract suffering—they recognised patterns from their own collective memories, creating what we call "analogical recognition." Second, we developed and tested a replicable evaluation framework grounded in historical empathy theory. Unlike typical VR studies that measure only immediate emotional reactions, we assessed cognitive learning, emotional engagement, and behavioural intentions using both surveys and in-depth interviews. This mixed-methods approach revealed that VR's impact stems not just from technological immersion, but from culturally specific storytelling, survivor testimony, and users' own positioning within histories of violence and displacement. Third, our findings have urgent practical implications for heritage institutions and human rights organisations. The overwhelming participant demand to develop similar experiences for other local genocides (Halabja, Anfal campaigns) reveals a perceived need for digital commemoration infrastructure in post-conflict regions. This suggests VR can complement traditional memorial sites by offering emotionally resonant, accessible platforms for marginalised voices—particularly important where historical narratives remain contested or official memory excludes certain communities. The research also confronts ethical complexities head-on. While 92% of participants said they'd recommend the experience to others, we documented instances of intense emotional distress, raising important questions about trauma-informed design and the responsibilities of heritage practitioners working with sensitive content. Our findings provide evidence-based guidance on balancing emotional engagement with participant wellbeing—critical for anyone creating immersive experiences about genocide, displacement, or human rights abuses.

Perspectives

This research emerged from a collaboration rooted in the EMOTIVE project. Dr. Rozhen Mohammed-Amin first came to Glasgow in autumn 2018 on a Nahrein Network postdoctoral scholarship, working with us on EMOTIVE and offering valuable contributions and perspectives from her experience in Iraqi Kurdistan and her doctoral research in Canada. During COVID, when Rozhen was developing the evaluation strategy for "Nobody's Listening"—a VR experience developed by Ryan d'Souza with Yazidi genocide survivors and humanitarian organisations to document the Yazidi genocide—she asked me and Dr. Akrivi Katifori from the ATHENA Research Centre (an EMOTIVE partner) to help train her team in Kurdistan online on evaluation methodologies. Together we discussed how to best organise this project, adapting frameworks we'd developed for heritage storytelling to an entirely different context. The project challenged me to take evaluation approaches I'd refined through EMOTIVE and apply them to recent genocide rather than ancient history. Historical empathy theory—which I'd used for Roman Scotland at The Hunterian—took on new urgency when assessing experiences of trauma that remained raw and unresolved. The body mapping techniques we'd adapted from Professor Matthew Reason's performance studies work revealed participants literally feeling the experience in their hearts and chests, their feet unable to find ground, their hands shivering. Working with Rozhen's interdisciplinary team across Iraq—including researchers from the Cultural Heritage Organisation, University of Sulaimani, and University College London—taught me how evaluation methods must themselves be culturally responsive. An especially rewarding aspect was mentoring early career Iraqi researchers through the publication process, supporting them in developing skills in systematic evaluation, mixed-methods research design, and academic writing. Our data collectors conducted sessions in Kurdish, Arabic, and English across five cities. They navigated not just language differences but deeply sensitive emotional terrain, supporting participants who cried, trembled, or needed to pause the experience. What struck me most was how participants' own trauma histories mediated their responses. Kurdish participants repeatedly drew parallels between Yazidi suffering and the Anfal campaigns, Halabja genocide, and 1991 displacement under Saddam's regime. This wasn't abstract empathy—it was recognition of shared patterns of persecution. One participant's comment haunts me: "What Mr. Shamo went through, I had gone through it 30 years ago and our politicians are doing it to us." VR didn't just create presence in someone else's trauma; it activated collective memory, making visible the continuities of violence across Iraq's contested history. The ethical dimensions weighed heavily throughout. Unlike my previous work evaluating museum experiences where the worst outcome might be boredom, here we risked re-traumatising participants or exploiting Yazidi suffering for research purposes. We implemented rigorous trauma-informed protocols, but I remain acutely aware of the power imbalances inherent in this work—Western academic frameworks applied to Iraqi contexts, non-Yazidi researchers evaluating experiences of Yazidi genocide, the privilege of being able to remove the VR headset and return to safety. This research also expanded my thinking about emotional engagement in heritage contexts in profound ways. The EMOTIVE project taught me that emotions can enhance learning and memory in museums. But "Nobody's Listening" showed me that in post-conflict societies, emotional engagement isn't just pedagogical—it's potentially transformative for reconciliation and justice-seeking. When 92% of participants said justice hadn't been served and many expressed intentions to advocate for Yazidis, the VR experience became more than education; it became a catalyst for potential action. The project continues to shape my thinking about my current British Academy Fellowship work on emotional engagement with museum collections and my book on emotional digital heritage. The Yazidi genocide reminds me that heritage isn't always distant or comfortable. Sometimes it's immediate, contested, and demands not just understanding but accountability and change. VR's power lies not in technological novelty but in amplifying marginalised voices and making visible what official narratives exclude. I'm grateful to Rozhen for trusting me with this work and to all the participants who shared their time, emotions, and insights. Their responses—ranging from fury at injustice to determination to advocate—remind me why rigorous evaluation matters. If immersive technologies can genuinely foster cross-community empathy and inspire action in fractured societies, we need to understand not just whether they work, but how, why, for whom, and at what cost.

Maria Economou
University of Glasgow

Read the Original

This page is a summary of: Nobody’s Listening: Evaluating the Impact of Immersive VR for Engaging with Difficult Heritage and Human Rights, Heritage, November 2025, MDPI AG,
DOI: 10.3390/heritage8110474.
You can read the full text:

Read

Contributors

The following have contributed to this page