Jiyoung Moon , Teemu H. Laine , Sunny Thapa Magar , Hae Jung Suk
{"title":"沉浸式虚拟现实游戏的个性化移情训练:开发和用户体验研究","authors":"Jiyoung Moon , Teemu H. Laine , Sunny Thapa Magar , Hae Jung Suk","doi":"10.1016/j.entcom.2025.101004","DOIUrl":null,"url":null,"abstract":"<div><div>Immersive virtual reality (IVR) has been successfully applied in various areas of psychology and learning. IVR has also been adapted for empathy training, but previous studies failed to consider various empathy types. We aimed to provide learners with personalized recommendations of empathy training content for different empathy types. Consequently, we presented Robot’s Dream, an IVR game suite providing personalized content based on the learner’s empathy type. We then conducted a mixed-method evaluation with 35 fifth and sixth-grade students who played Robot’s Dream and answered a post-test questionnaire on usability, user experience, and impact. The user study results demonstrated adequate usability and user experience with emotional engagement of the participants. However, the participants gave mixed reactions to realism and discomfort with the IVR hardware. The results also showed high perceived potential for empathy training and raising awareness of empathy. By retrospectively analyzing the development process and the user study results, we presented learned lessons and identified aspects in Robot’s Dream for future improvement. The presented development account of Robot’s Dream and the user study results can be helpful for educators, researchers, and developers interested in personalizing empathy training and other psychological training with IVR games.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101004"},"PeriodicalIF":2.4000,"publicationDate":"2025-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Personalizing empathy training with immersive virtual reality games: Development and user experience study\",\"authors\":\"Jiyoung Moon , Teemu H. Laine , Sunny Thapa Magar , Hae Jung Suk\",\"doi\":\"10.1016/j.entcom.2025.101004\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><div>Immersive virtual reality (IVR) has been successfully applied in various areas of psychology and learning. IVR has also been adapted for empathy training, but previous studies failed to consider various empathy types. We aimed to provide learners with personalized recommendations of empathy training content for different empathy types. Consequently, we presented Robot’s Dream, an IVR game suite providing personalized content based on the learner’s empathy type. We then conducted a mixed-method evaluation with 35 fifth and sixth-grade students who played Robot’s Dream and answered a post-test questionnaire on usability, user experience, and impact. The user study results demonstrated adequate usability and user experience with emotional engagement of the participants. However, the participants gave mixed reactions to realism and discomfort with the IVR hardware. The results also showed high perceived potential for empathy training and raising awareness of empathy. By retrospectively analyzing the development process and the user study results, we presented learned lessons and identified aspects in Robot’s Dream for future improvement. The presented development account of Robot’s Dream and the user study results can be helpful for educators, researchers, and developers interested in personalizing empathy training and other psychological training with IVR games.</div></div>\",\"PeriodicalId\":55997,\"journal\":{\"name\":\"Entertainment Computing\",\"volume\":\"55 \",\"pages\":\"Article 101004\"},\"PeriodicalIF\":2.4000,\"publicationDate\":\"2025-07-31\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Entertainment Computing\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S1875952125000849\",\"RegionNum\":3,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"COMPUTER SCIENCE, CYBERNETICS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Entertainment Computing","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1875952125000849","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
Personalizing empathy training with immersive virtual reality games: Development and user experience study
Immersive virtual reality (IVR) has been successfully applied in various areas of psychology and learning. IVR has also been adapted for empathy training, but previous studies failed to consider various empathy types. We aimed to provide learners with personalized recommendations of empathy training content for different empathy types. Consequently, we presented Robot’s Dream, an IVR game suite providing personalized content based on the learner’s empathy type. We then conducted a mixed-method evaluation with 35 fifth and sixth-grade students who played Robot’s Dream and answered a post-test questionnaire on usability, user experience, and impact. The user study results demonstrated adequate usability and user experience with emotional engagement of the participants. However, the participants gave mixed reactions to realism and discomfort with the IVR hardware. The results also showed high perceived potential for empathy training and raising awareness of empathy. By retrospectively analyzing the development process and the user study results, we presented learned lessons and identified aspects in Robot’s Dream for future improvement. The presented development account of Robot’s Dream and the user study results can be helpful for educators, researchers, and developers interested in personalizing empathy training and other psychological training with IVR games.
期刊介绍:
Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.