Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/115405
PIRA download icon_1.1View/Download Full Text
Title: Perspective-taking of non-player characters in prosocial virtual reality games : effects on closeness, empathy, and game immersion
Authors: Ho, JCF 
Ng, R 
Issue Date: 2022
Source: Behaviour & information technology, 2022, v. 41, no. 6, p. 1185-1198
Abstract: This study explores the effects of the perspective-taking of non-player characters (NPCs) on enhancing game immersion in prosocial virtual reality (VR) games. Prosocial games are games focusing on helping others. Game researchers have been keen to investigate factors that influence the immersive experience in digital games. Previous studies show that VR allows people to take the perspective of others, inducing empathy and prosocial behaviour in the real world. In this lab-based study, we explore whether and how taking the perspective of other game characters – NPCs in a prosocial VR game – influences players’ in-game empathy towards NPCs and game immersion. Participants first experienced either a robot’s perspective of being destroyed by fire in VR or read a text description about the same event. Then, they participated a prosocial VR game in which they saved robots. The findings show that perspective-taking experiences indirectly enhance participants’ game immersion via the effects of closeness with the destroyed robot and empathy towards the four robots protected by the player. This indirect effect is moderated by players’ weekly exposure to video games. These results suggest that VR-based perspective-taking of NPCs can indirectly enhance gameplay experiences in prosocial VR games. Theoretical and game design implications are discussed.
Keywords: Digital games
Empathy
Prosocial games
Perspective taking
Virtual reality
Publisher: Taylor & Francis
Journal: Behaviour & information technology 
ISSN: 0144-929X
EISSN: 1362-3001
DOI: 10.1080/0144929X.2020.1864018
Rights: © 2020 Informa UK Limited, trading as Taylor & Francis Group
This is an Accepted Manuscript of an article published by Taylor & Francis in Behaviour & Information Technology on 29 Dec 2020 (published online), available at: https://doi.org/10.1080/0144929X.2020.1864018.
Appears in Collections:Journal/Magazine Article

Files in This Item:
File Description SizeFormat 
Ho_Perspective_Taking_Non-Player.pdfPre-Published version1.28 MBAdobe PDFView/Open
Open Access Information
Status open access
File Version Final Accepted Manuscript
Access
View full-text via PolyU eLinks SFX Query
Show full item record

Google ScholarTM

Check

Altmetric


Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.