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Have the Same Perspective as Someone Else, so Am I the Person?: The Effect of Perspective on Empathic Orientation in Virtual Reality

Published: 25 February 2022 Publication History

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.

References

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[2] Imraan Ismail, Ben C. Solomon. 2015. The Displaced. The New York Times Magazine, U.S.A.
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[3] Grant Tavinor. 2009. The Art of Videogames. Blackwell.
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[4] Grant Tavinor. 2017. What’s My Motivation? Video Games and Interpretative Performance. Journal of Aesthetics and Art Criticism, 75.1. 23–33.
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[5] Shinji Matsunaga. 2018. Video ge-mu no bigaku (in Japanese, The Aesthetics of Videogames). Keio University Press Inc.
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[6] Jon Robson and Aaron Meskin. 2016. Video Games as Self-Involving Interactive Fictions. The Journal of Aesthetics and Art Criticism, 74.2. 165–177.
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[7] Stacey Hand and Duane Varan. 2009. Interactive stories and the audience: Why empathy is important. Computers in Entertainment, 7.3.
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[8] Michael van Lent. 2006. Guest Editor’s Introduction: Interactive Narrative. IEEE Computer Graphics and Applications, 26.3. 20–21.
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Cited By

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  • (2022)First Person vs. Third Person Perspective in a Persuasive Virtual Reality Game: How Does Perspective Affect Empathy Orientation?HCI in Games10.1007/978-3-031-05637-6_23(375-386)Online publication date: 26-Jun-2022

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Information

Published In

cover image ACM Other conferences
MUM '21: Proceedings of the 20th International Conference on Mobile and Ubiquitous Multimedia
December 2021
263 pages
ISBN:9781450386432
DOI:10.1145/3490632
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 25 February 2022

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Author Tags

  1. Empathy
  2. Immersive Technologie
  3. Perspective
  4. Video Games

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  • Refereed limited

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MUM 2021

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Overall Acceptance Rate 190 of 465 submissions, 41%

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View all
  • (2022)First Person vs. Third Person Perspective in a Persuasive Virtual Reality Game: How Does Perspective Affect Empathy Orientation?HCI in Games10.1007/978-3-031-05637-6_23(375-386)Online publication date: 26-Jun-2022

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