Non-fiction VR and 360-degree immersive video are widely used to depict the experiences of victimized, marginalized, and traumatized people, in both historical and contemporary contexts. Immersive VR content frequently engages topics of war and conflict, forced displacement, disability, precarity, incarceration, impact of climate change, and diverse forms of oppression and discrimination. Difficult social topics are introduced experientially, promising the audience an encounter with the lived realities of hardship, suffering, and injustice. The article argues that the democratic stakes of such uses of VR are best understood not by asking whether immersion produces empathy, but by asking what kinds of selfâother relations and what kinds of agency are enacted and rehearsed through immersive proximity to suffering and crisis. Drawing on political psychology and indirect-trauma research, I show how immersive proximity to suffering and crisis can shape democratic dispositions via perceived control, threat salience, and victimhood framing. Immersive proximity to suffering and crisis may support solidarity and empathy, but it can also generate personal distress, feelings of helplessness, heightened threat sensitivity, and self-focused victimhood, which may undermine social trust, openness to pluralism, and a sense of civic efficacy. Engagement with distressing content in immersive media should enable reflective processing of difficult experiences, as well as support selfâother differentiation, the sense of agency, hope, control, and efficacy, instead of leaving audiences feeling powerless and overwhelmed. The article advances a heuristic for evaluating and designing non-fiction VR depictions of suffering and crisis in ways that support democratic dispositions.