{"title":"和别人有相同的观点,所以我是那个人吗?虚拟现实中视角对共情取向的影响","authors":"Asha Kambe, Tatsuoki Nakajima","doi":"10.1145/3490632.3497823","DOIUrl":null,"url":null,"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.","PeriodicalId":158762,"journal":{"name":"Proceedings of the 20th International Conference on Mobile and Ubiquitous Multimedia","volume":"20 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-05-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Have the Same Perspective as Someone Else, so Am I the Person?: The Effect of Perspective on Empathic Orientation in Virtual Reality\",\"authors\":\"Asha Kambe, Tatsuoki Nakajima\",\"doi\":\"10.1145/3490632.3497823\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":158762,\"journal\":{\"name\":\"Proceedings of the 20th International Conference on Mobile and Ubiquitous Multimedia\",\"volume\":\"20 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-05-12\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 20th International Conference on Mobile and Ubiquitous Multimedia\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3490632.3497823\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 20th International Conference on Mobile and Ubiquitous Multimedia","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3490632.3497823","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Have the Same Perspective as Someone Else, so Am I the Person?: The Effect of Perspective on Empathic Orientation in Virtual Reality
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.