Submitted:
31 October 2025
Posted:
04 November 2025
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Abstract

Keywords:
1. Introduction
2. Related Work
3. The Nobody’s Listening VR Experience
4. Evaluation Methodology
4.1. Participant Recruitment and Sample
- Sulaimani: 48% (n=61)
- Baghdad: 16.5% (n=21) - data from six additional participants were excluded due to incomplete responses
- Erbil: 11.8% (n=15)
- Duhok: 11.8% (n=15)
- Kirkuk 11.8% (n=15)
4.2. Participants’ Profile
4.2.1. Demographic Characteristics
- Ethnicity: 67% Kurdish, 22% Arab, and smaller percentages of other ethnic groups (e.g. 1 Kakai participant)
- Language: 70.8% reported Kurdish as their native language, 26.2% Arabic, 1.5% Turkmen and 1.5% English
- Religion: 30% identified as Muslim without sectarian specification, 34% as Sunni Muslim, 4% as Shia Muslim, and over 30% did not select any religious association
4.2.2. Prior Knowledge and Attitudes
- -
- 54.3% reported knowing or having met Yazidis
- -
- Only 39.4% indicated familiarity with Yazidi culture
- -
- 22.8% had visited Yazidi towns or villages (Lalish, Sharya, Shingal, etc.)
- -
- 65% expressed empathy toward Yazidis, though only 25% could articulate specific details
4.2.3. Personal Experiences with Conflict
- -
- Death of immediate family members due to ISIS (13.4%)
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- Death of family members from security forces retaking areas from ISIS
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- Displacement due to ISIS campaigns (3.9%)
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- Property destruction (3.9%)
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- Serious harm from ISIS such as kidnapping or imprisonment (3.1%)
4.2.4. Technology Familiarity
4.3. Data Collection Instruments
4.3.1. Pre-Experience Survey
4.3.2. VR Experience Setup and Technical Considerations
- Completing pre-experience survey.
- VR equipment sanitization as part of a safety measure.
- VR boundary set up.
- Brief orientation to the VR equipment and basic navigation instructions.
- VR experience time with data collectors’ presence to address any technical issues and observe reactions.
- Post-experience interview (Appendix A2), followed by a self-completion questionnaire (Appendix A.3).
- Only 20% of participants self-reported issues with the VR headset.
- A similar percentage (20%) reported difficulties with navigation in the virtual world—primarily related to walking through virtual 'paintings' to progress between scenes or concerns about physical movement while immersed.
- Approximately 25% of participants experienced one or more symptoms of VR-induced discomfort, with the most common being blurred vision, general discomfort, and dizziness with eyes open, followed by sensations of head fullness, nausea, difficulty focusing, and vertigo.
4.3.3. Post-Experience Quantitative Assessment
4.3.4. Post-Experience Qualitative Assessment
4.4. Data Analysis Methods
4.4.1. Quantitative Analysis
4.4.2. Qualitative Analysis
4.5. Quality Assurance and Ethical Considerations
4.5.1. Data Quality Measures
4.5.2. Ethical Protocols
- Voluntary participation: All recruitment was voluntary
- Informed consent: Participants received full briefings in their preferred language about the study objectives, VR content, potential risks including motion sickness and emotional distress, before providing written consent in one of the three languages (Kurdish, Arabic, or English) based on a participant’s preference. Special attention was given to the sensitive nature of the genocide content, with clinical psychology consultation informing the research design and participant support protocols.
- Right to withdraw: Participants were reminded of their right to withdraw at any time without penalty from VR immersion or any part of the data collection process.
- Consent for recording: No audio recordings, photographs, or observations were conducted without explicit written consent.
- Data protection: All collected data were anonymized.
4.6. Limitations
- 1)
- Geographical constraints: Data collection was limited to five Iraqi cities, with nearly half (48%) from Sulaimani, limiting generalizability across Iraqi’s diverse regions.
- 2)
- Sample representativeness: The predominance of Kurdish (67%) and well-educated (68.5% holding a BSc or higher) participants may not fully represent all Iraqi populations, particularly those in remote or conflict-affected areas.
- 3)
- Technical barriers: Varying levels of familiarity with VR technology among participants (only 26.8% had prior experience) may have influenced their experience and engagement with the content.
- 4)
- Translation challenges: Working across multiple languages required translation of instruments and responses, potentially introducing subtle shifts in meaning.
- 5)
- Social desirability bias: Despite our efforts to minimize bias, participants may have provided responses they perceived as socially acceptable given the sensitive nature of the topic.
- 6)
- Short-term assessment: The study captured immediate reactions to the VR experience but could not evaluate long-term attitudinal or behavioral changes.
5. Results
5.1. Learning and Understanding
5.1.1. Qualitative Insights on Knowledge Change
5.1.2. Role of Surprise in Learning
- Only 13.5% of respondents directly identified the VR technology itself as the source of the surprise. Of those, most referred to the immersive nature of the experience and its contribution to making the experience realistic: “I felt I was right there inside the events because of the VR.”
- Half of the respondents attributed their surprise to newly discovered historical, cultural, and genocide-related information presented in the stories, as well as how these narratives were communicated both verbally and visually.
- Another 20.2% of participants specifically attributed their surprise to the characters’ testimonies, actions, or experiences portrayed in the VR environment. Examples include: “It was that particular information, that nobody has been prosecuted, and those who have been prosecuted are for other crimes” and “How the women covered their face with dirt and wounded themselves to be less attractive.”
- Generic responses constituted 16.3% of answers, with participants referring to overall impressions rather than specific sources of surprise, such as: “How despite all their bitter experience, they are still continuing and wanting to pass their message to others. Their resilience is a really nice thing.”
5.1.3. Character Selection and Perspective-Taking
- Gender identification of curiosity (“wanting to see the experience from the same (or different) gender perspective”)
- Information-seeking (“learning new information that I did not know about from the news”)
- Emotional engagement with a particular character. One notable response came from a male participant who selected the ISIS fighter character, explaining: “We share similar religious exposure that sometimes blinds us towards the truths.”
- Accidental selection
- Lost dreams and opportunities
- Feelings of betrayal
- Helplessness
- Fear of history repeating itself
- Defiance and resilience
- Emotional detachment
- Indoctrination
- Misguided sense of righteousness
- Unresolved hatred
- Financial motivation (love for money)
5.2. Engagement
5.2.1. Bodily and Emotional Responses
5.2.2. Identification with Characters
5.2.3. Detail Recall and Reflection
5.3. Emotional Connection
5.3.1. Types and Intensity of Emotional Responses
5.3.2. Emotionally Resonant Scenes
5.3.3. Factors Influencing Significant Impressions
5.4. Attitudes and Values
5.4.1. Quantitative Measures of Attitudinal Change

5.4.2. Qualitative Insights on Moral and Ethical Responses
5.4.3. Perspectives on Justice and Forward Action
5.4.4. Self-Reported Impact and Long-Term Intentions
6. Discussion
6.1. Emotional Engagement and Empathy Through VR
6.2. Applications for Difficult Heritage in Post-Conflict Contexts
6.3. Limitations and Ethical Considerations
6.4. Design Implications for Difficult Heritage VR
7. Conclusions
Author Contributions (Credit Taxonomy)
Data Availability
Acknowledgements
Conflict of Interest
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