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Technology is changing and affecting the world around us from all angles. Information and Communication Technologies (ICTs) constitute suitable tools for interventions with children and adolescents promoting their emotional, psychological and social wellbeing. However, many good reasons underlie the conviction that digital simulations and games are particularly effective media for developing empathy. The current article aims to carry out a systematic review of ICTs on evoking empathy through games.
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Stored only when both papers are in the corpus — 94 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
Imported from OpenAlex (CC0) — nothing here is generated.