Francisco-Julián Martínez-Cano, R. Lachman, Fernando Canet
{"title":"VR内容及其亲社会影响:媒介效应的预测因子、调节因子和中介因子。系统的文献综述","authors":"Francisco-Julián Martínez-Cano, R. Lachman, Fernando Canet","doi":"10.3389/fcomm.2023.1203242","DOIUrl":null,"url":null,"abstract":"The main purpose of this paper is to explore the prosocial impact of virtual reality (VR) audiovisual content based on a systematic literature review of empirical research on immersive VR media's potential to elicit prosocial behaviors. The illusion of place, verisimilitude, and virtual corporeality are the main elements that underpin the creation of immersive experiences that can turn the user into an active subject of the narrative, engaging with the audiovisual content and feeling the emotions it elicits. A virtual reality system that can offer these three elements provides the means to transform not only the user's sensation of space and reality, but even the users themselves. The question this paper seeks to answer is whether audiovisual VR content can influence an individual's thoughts and feelings about otherness, thereby eliciting prosocial behaviors rooted in a sense of social justice, equality and fairness. To this end, it presents a systematic literature review in accordance with the guidelines of the PRISMA statement, applying a self-deductive coding system based on the Differential Susceptibility to Media Effects Model. The review identifies trends in research on the prosocial potential of VR content, among which perspective taking stands out as one of the most common strategies. In addition, predictors, moderators, mediators, effects, and their correlations are identified in the research reviewed.","PeriodicalId":31739,"journal":{"name":"Frontiers in Communication","volume":" ","pages":""},"PeriodicalIF":1.5000,"publicationDate":"2023-08-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"VR content and its prosocial impact: predictors, moderators, and mediators of media effects. A systematic literature review\",\"authors\":\"Francisco-Julián Martínez-Cano, R. Lachman, Fernando Canet\",\"doi\":\"10.3389/fcomm.2023.1203242\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The main purpose of this paper is to explore the prosocial impact of virtual reality (VR) audiovisual content based on a systematic literature review of empirical research on immersive VR media's potential to elicit prosocial behaviors. The illusion of place, verisimilitude, and virtual corporeality are the main elements that underpin the creation of immersive experiences that can turn the user into an active subject of the narrative, engaging with the audiovisual content and feeling the emotions it elicits. A virtual reality system that can offer these three elements provides the means to transform not only the user's sensation of space and reality, but even the users themselves. The question this paper seeks to answer is whether audiovisual VR content can influence an individual's thoughts and feelings about otherness, thereby eliciting prosocial behaviors rooted in a sense of social justice, equality and fairness. To this end, it presents a systematic literature review in accordance with the guidelines of the PRISMA statement, applying a self-deductive coding system based on the Differential Susceptibility to Media Effects Model. The review identifies trends in research on the prosocial potential of VR content, among which perspective taking stands out as one of the most common strategies. In addition, predictors, moderators, mediators, effects, and their correlations are identified in the research reviewed.\",\"PeriodicalId\":31739,\"journal\":{\"name\":\"Frontiers in Communication\",\"volume\":\" \",\"pages\":\"\"},\"PeriodicalIF\":1.5000,\"publicationDate\":\"2023-08-24\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Frontiers in Communication\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.3389/fcomm.2023.1203242\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"COMMUNICATION\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Frontiers in Communication","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3389/fcomm.2023.1203242","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMMUNICATION","Score":null,"Total":0}
VR content and its prosocial impact: predictors, moderators, and mediators of media effects. A systematic literature review
The main purpose of this paper is to explore the prosocial impact of virtual reality (VR) audiovisual content based on a systematic literature review of empirical research on immersive VR media's potential to elicit prosocial behaviors. The illusion of place, verisimilitude, and virtual corporeality are the main elements that underpin the creation of immersive experiences that can turn the user into an active subject of the narrative, engaging with the audiovisual content and feeling the emotions it elicits. A virtual reality system that can offer these three elements provides the means to transform not only the user's sensation of space and reality, but even the users themselves. The question this paper seeks to answer is whether audiovisual VR content can influence an individual's thoughts and feelings about otherness, thereby eliciting prosocial behaviors rooted in a sense of social justice, equality and fairness. To this end, it presents a systematic literature review in accordance with the guidelines of the PRISMA statement, applying a self-deductive coding system based on the Differential Susceptibility to Media Effects Model. The review identifies trends in research on the prosocial potential of VR content, among which perspective taking stands out as one of the most common strategies. In addition, predictors, moderators, mediators, effects, and their correlations are identified in the research reviewed.