ACM SIGGRAPH 2018 Virtual, Augmented, and Mixed Reality 2018
DOI: 10.1145/3226552.3226576
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Becoming homeless

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Cited by 34 publications
(7 citation statements)
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“…While recent research concurrently exploring the role of presence and narrative engagement in virtual environments has explored empathy (e.g., Bindman et al, 2018), this line of inquiry has not yet extended to the impact of these variables on focal attitudes and behaviors in a prosocial context. Despite this gap in the literature, research conducted by the Virtual Human Interaction Lab at Stanford has demonstrated the power of virtual reality in shifting attitudes in prosocial contexts as diverse as views on homelessness (Asher, Ogle, Bailenson, & Herrera, 2018) and improved attitudes towards the environment (Markowitz, Laha, Perone, Pea, & Bailenson, 2018). Further, when discussing persuasion in a prosocial context, it is useful to move beyond attitudes to see eventual impact on behaviors.…”
Section: Immersive Technology Attitude and Behaviorsmentioning
confidence: 99%
“…While recent research concurrently exploring the role of presence and narrative engagement in virtual environments has explored empathy (e.g., Bindman et al, 2018), this line of inquiry has not yet extended to the impact of these variables on focal attitudes and behaviors in a prosocial context. Despite this gap in the literature, research conducted by the Virtual Human Interaction Lab at Stanford has demonstrated the power of virtual reality in shifting attitudes in prosocial contexts as diverse as views on homelessness (Asher, Ogle, Bailenson, & Herrera, 2018) and improved attitudes towards the environment (Markowitz, Laha, Perone, Pea, & Bailenson, 2018). Further, when discussing persuasion in a prosocial context, it is useful to move beyond attitudes to see eventual impact on behaviors.…”
Section: Immersive Technology Attitude and Behaviorsmentioning
confidence: 99%
“…These unexpected ndings could be due to the fact that although a complete sense of presence can be elicited only by immersive technologies (e.g., VR, used in both MI and LI conditions), more traditional media (e.g., a computer desktop, used in the LI condition) also offer a lesser degree of both social and spatial presence (Cummings and Bailenson 2016;Lombard and Ditton 1997). Further, immersive environments and experiences can facilitate prosocial behavior (Asher et al 2018), such as donation intention. Similarly, a moderate level of immersion can strengthen the relationship between donor inspiration and donation intention (more than a low level of immersion).…”
Section: Discussionmentioning
confidence: 99%
“…Further, VR applications can facilitate prosocial behavior and perspective taking (Asher et al, 2018). Therefore, we hypothesize (see Fig.…”
Section: Immersion Effectsmentioning
confidence: 98%
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“…In den letzten Jahren wurden daher einige Forschungen dazu angestellt. So entwickelte ein Team um den VR-Pionier Jeremy Bailenson und den Empathieforscher Jamil Zaki ein VR-Spiel mit dem Titel »Becoming Homeless« (Asher et al 2018). In diesem Spiel schlüpft man in die Rolle einer Person, die zunächst ihren Job verliert und dann delogiert wird.…”
Section: Reflexionunclassified