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Role-play can be a powerful educational tool, especially when dealing with social or ethical issues. However, while other types of educational activity have been routinely technology-enhanced for some time, the specific problem of supporting educational role-play with technology has only begun to be tackled recently. Within the eCIRCUS project we have designed a framework for technology-enhanced role-play with the aim of educating adolescents about intercultural empathy. This work wasdoi:10.1016/j.entcom.2011.02.004 fatcat:dfxfyw4vgfevlpaqciwbe27eyu