TY - GEN
T1 - Have the same perspective as someone else, so am i the person?
T2 - 20th International Conference on Mobile and Ubiquitous Multimedia, MUM 2021
AU - Kambe, Asha
AU - Nakajima, Tatsuo
N1 - Publisher Copyright:
© 2021 Owner/Author.
PY - 2021/5/12
Y1 - 2021/5/12
N2 - 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.
AB - 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.
KW - Empathy
KW - Immersive Technologie
KW - Perspective
KW - Video Games
UR - http://www.scopus.com/inward/record.url?scp=85125861607&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85125861607&partnerID=8YFLogxK
U2 - 10.1145/3490632.3497823
DO - 10.1145/3490632.3497823
M3 - Conference contribution
AN - SCOPUS:85125861607
T3 - ACM International Conference Proceeding Series
SP - 189
EP - 191
BT - Proceedings of the 20th International Conference on Mobile and Ubiquitous Multimedia, MUM 2021
PB - Association for Computing Machinery
Y2 - 5 December 2021 through 8 December 2021
ER -