Have the same perspective as someone else, so am i the person? The effect of perspective on empathic orientation in virtual reality

Asha Kambe, Tatsuo Nakajima

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

The purpose of this study is to clarify which player perspective (the first-person perspective vs.The third-person perspective) is effective in promoting other-oriented empathy in persuasive virtual reality (VR) games and to provide preliminary insights into the design of persuasive VR games. To verify the hypothesis, participants played a persuasive VR game from each perspective, and their empathy orientation was investigated using a questionnaire.

Original languageEnglish
Title of host publicationProceedings of the 20th International Conference on Mobile and Ubiquitous Multimedia, MUM 2021
PublisherAssociation for Computing Machinery
Pages189-191
Number of pages3
ISBN (Electronic)9781450386432
DOIs
Publication statusPublished - 2021 May 12
Event20th International Conference on Mobile and Ubiquitous Multimedia, MUM 2021 - Virtual, Online, Belgium
Duration: 2021 Dec 52021 Dec 8

Publication series

NameACM International Conference Proceeding Series

Conference

Conference20th International Conference on Mobile and Ubiquitous Multimedia, MUM 2021
Country/TerritoryBelgium
CityVirtual, Online
Period21/12/521/12/8

Keywords

  • Empathy
  • Immersive Technologie
  • Perspective
  • Video Games

ASJC Scopus subject areas

  • Software
  • Human-Computer Interaction
  • Computer Vision and Pattern Recognition
  • Computer Networks and Communications

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