Have the Same Perspective as Someone Else, so Am I the Person?: The Effect of Perspective on Empathic Orientation in Virtual Reality
Asha Kambe, Tatsuo Nakajima
Abstract
Asha Kambe, Tatsuo Nakajima
Abstract
The purpose of this study is to clarify which player perspective (the first-person perspective vs. the third-person perspective) is effective in promoting other-oriented empathy in persuasive virtual reality (VR) games and to provide preliminary insights into the design of persuasive VR games. To verify the hypothesis, participants played a persuasive VR game from each perspective, and their empathy orientation was investigated using a questionnaire.
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The purpose of this study is to clarify which player perspective (the first-person perspective vs. the third-person perspective) is effective in promoting other-oriented empathy in persuasive virtual reality (VR) games and to provide preliminary insights into the design of persuasive VR games. To verify the hypothesis, participants played a persuasive VR game from each perspective, and their empathy orientation was investigated using a questionnaire.
Key concepts: Perspective (graphical), Empathy, Perspective-taking, Orientation (vector space), Virtual reality, Psychology, Empathic concern, Social psychology