TY - GEN
T1 - First Person vs. Third Person Perspective in a Persuasive Virtual Reality Game
T2 - 4th International Conference on HCI in Games, HCI in Games 2022 Held as Part of the 24th HCI International Conference, HCII 2022
AU - Kambe, Asha
AU - Nakajima, Tatsuo
N1 - Publisher Copyright:
© 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.
PY - 2022
Y1 - 2022
N2 - 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.
AB - 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.
KW - Empathy
KW - Perspective
KW - Virtual reality games
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U2 - 10.1007/978-3-031-05637-6_23
DO - 10.1007/978-3-031-05637-6_23
M3 - Conference contribution
AN - SCOPUS:85133005220
SN - 9783031056369
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 375
EP - 386
BT - HCI in Games - 4th International Conference, HCI-Games 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Proceedings
A2 - Fang, Xiaowen
PB - Springer Science and Business Media Deutschland GmbH
Y2 - 26 June 2022 through 1 July 2022
ER -