BACKGROUND
Many researchers are evaluating how digital media may impact the emotional and perspective-taking aspects of empathy in both clinical and non-clinical settings. Despite the growing interest in using virtual reality (VR) and VR games to motivate empathy, few research studies are focused on empathy for people who live with chronic pain.
OBJECTIVE
Chronic pain affects, by conservative estimates, 1 in 5 people in industrialized countries. Despite this prevalence, public awareness of chronic pain was remarkably low until the recent opioid crisis; as a result, stigma remains a problem frequently faced by people who live with this condition. To address this, the VR game AS IF was created to increase non-patients’ empathy towards the growing number of people who live with long-term chronic pain. Based on our prior work, we overhauled our approach, designed and built a VR prototype, evaluated it and offer design suggestions for future research.
METHODS
We introduce the design features of the VR game AS IF, and describe the study we devised to evaluate its effectiveness. We adopted a mixed-method approach and compared empathy-related outcomes in both pre- and post-testing. A total of 19 participants were recruited.
RESULTS
Findings suggest that the VR game was effective in improving implicit and explicit empathy, as well as its emotional and perspective-taking aspects. More specifically, for the Empathy Scale, the total in the pre-test scores (Mean = 47.33, SD = 4.24) and post-test scores (Mean = 59.22, SD = 4.33) did not reach statistical significance (P = 0.08). However, we did find differences in the sub-scales. The Kindness subscale showed a statistically significant increase in the post-test (Mean = 15.61, SD = 2.85) compared to the pre-test (Mean = 17.06, SD = 2.65), P = 0.001. For the Willingness to Help Scale, a significant increase was observed from a t-test analysis (P < 0.0001) of scores before (Mean = 7.17, SD = 2.28) and after (Mean = 8.33, SD = 2.03) the gameplay. The effect size for this analysis was large (d= -1.063).
CONCLUSIONS
The contributions of this research are that (1) AS IF provides a promising approach of designing VR games to motivate people’s empathy towards chronic pain patients; (2) the study evaluated the potential effectiveness of such a VR approach; (3) the general design suggestions devised from this study could shed light on future VR game systems.
CLINICALTRIAL
This study has been approved by Office of Research Ethics at Simon Fraser University, trial number 2018s0035.