2022
DOI: 10.1007/978-3-031-05637-6_23
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First Person vs. Third Person Perspective in a Persuasive Virtual Reality Game: How Does Perspective Affect Empathy Orientation?

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Cited by 6 publications
(3 citation statements)
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“…The perspective-taking experience functioned as a moderator for empathy, which works as a mediator to enhance the students' learning process. Kambe and Nakajima (2022) explore empathic orientation toward the other elicited by VR persuasive games in a study to test whether providing a player with a different point of view could affect empathic behavior. In the experiment, participants first took part in a perspective-taking task with a picture of a person for whom they were required to write a diary.…”
Section: Standardizing the Experimental Methods And Decision-making S...mentioning
confidence: 99%
“…The perspective-taking experience functioned as a moderator for empathy, which works as a mediator to enhance the students' learning process. Kambe and Nakajima (2022) explore empathic orientation toward the other elicited by VR persuasive games in a study to test whether providing a player with a different point of view could affect empathic behavior. In the experiment, participants first took part in a perspective-taking task with a picture of a person for whom they were required to write a diary.…”
Section: Standardizing the Experimental Methods And Decision-making S...mentioning
confidence: 99%
“…Recent investigations into human-agent interaction in immersive settings highlight VR's role as an empathy-enhancing tool, especially through embodied experiences that allow for perspective-taking of EVAs, thereby fostering prosocial behaviours among users (Paiva et al, 2018;Tassinari et al, 2022). For instance, research has shown that taking the perspective of EVAs can influence human behaviour, with participants behaving more altruistically towards robots when they adopt the help-receiver view (Hang et al, 2022) and can enhance closeness and empathy experiences in VR games (Ho and Ng, 2022;Kambe and Nakajima, 2022). Notably, the perceived agency of other players in immersive environments, whether human-controlled avatars or computer-controlled EVAs, can also influence prosocial decision-making (Wei and Bramwell-Dicks, 2022).…”
Section: The Role Of Prosociality In Human-agent Interaction In Xrmentioning
confidence: 99%
“…In particular, VR combines high realism and excellent experimental control 28 , so that the stimuli presented to the users can be manipulated or distorted in a perfectly controlled manner in order to suit speci c objectives 29 . A straightforward example of such manipulations is the ability to display a different perspective or viewpoint on the visual scene [30][31][32][33] . Because it 'breaks the laws of optics and physics', this type of manipulation would obviously not be possible using real-world settings.…”
Section: Introductionmentioning
confidence: 99%