First Person vs. Third Person Perspective in a Persuasive Virtual Reality Game: How Does Perspective Affect Empathy Orientation?

Asha Kambe*, Tatsuo Nakajima

*この研究の対応する著者

研究成果: Conference contribution

1 被引用数 (Scopus)

抄録

Persuasive games, which use immersive technology to address social issues, appeal to player empathy by making them feel and understand the suffering of others. However, it remains ambiguous what type of empathy the player feels and for whom when experiencing a specific situation. We hypothesized that visual information regarding a distressed person obtained by the player influences the player’s empathic orientation towards the person, whereby we note that other-oriented empathy is a more useful psychological state for developing prosocial attitudes than self-oriented empathy. The purpose of this study was to preliminarily investigate which player perspective (first-person perspective vs. third-person perspective) is more effective in promoting other-oriented empathy towards a virtual character in persuasive VR games and to provide insight into the design of such games. In a between-subjects experiment (N = 12), participants played a persuasive VR game from each perspective, and their empathy orientation was investigated using a questionnaire. The results show that there was no significant difference in empathy orientation between the two conditions. The explanation may be that self-oriented empathy is mixed with attitude as a player, such as paying attention to the progress of the game.

本文言語English
ホスト出版物のタイトルHCI in Games - 4th International Conference, HCI-Games 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Proceedings
編集者Xiaowen Fang
出版社Springer Science and Business Media Deutschland GmbH
ページ375-386
ページ数12
ISBN(印刷版)9783031056369
DOI
出版ステータスPublished - 2022
イベント4th International Conference on HCI in Games, HCI in Games 2022 Held as Part of the 24th HCI International Conference, HCII 2022 - Virtual, Online
継続期間: 2022 6月 262022 7月 1

出版物シリーズ

名前Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
13334 LNCS
ISSN(印刷版)0302-9743
ISSN(電子版)1611-3349

Conference

Conference4th International Conference on HCI in Games, HCI in Games 2022 Held as Part of the 24th HCI International Conference, HCII 2022
CityVirtual, Online
Period22/6/2622/7/1

ASJC Scopus subject areas

  • 理論的コンピュータサイエンス
  • コンピュータ サイエンス(全般)

フィンガープリント

「First Person vs. Third Person Perspective in a Persuasive Virtual Reality Game: How Does Perspective Affect Empathy Orientation?」の研究トピックを掘り下げます。これらがまとまってユニークなフィンガープリントを構成します。

引用スタイル