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

Asha Kambe*, Tatsuo Nakajima

*Corresponding author for this work

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

3 Citations (Scopus)

Abstract

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.

Original languageEnglish
Title of host publicationHCI in Games - 4th International Conference, HCI-Games 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Proceedings
EditorsXiaowen Fang
PublisherSpringer Science and Business Media Deutschland GmbH
Pages375-386
Number of pages12
ISBN (Print)9783031056369
DOIs
Publication statusPublished - 2022
Event4th International Conference on HCI in Games, HCI in Games 2022 Held as Part of the 24th HCI International Conference, HCII 2022 - Virtual, Online
Duration: 2022 Jun 262022 Jul 1

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume13334 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)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

Keywords

  • Empathy
  • Perspective
  • Virtual reality games

ASJC Scopus subject areas

  • Theoretical Computer Science
  • Computer Science(all)

Fingerprint

Dive into the research topics of 'First Person vs. Third Person Perspective in a Persuasive Virtual Reality Game: How Does Perspective Affect Empathy Orientation?'. Together they form a unique fingerprint.

Cite this