| Literature DB >> 30161144 |
Austin van Loon1, Jeremy Bailenson2, Jamil Zaki3, Joshua Bostick2, Robb Willer1.
Abstract
Previous research shows that virtual reality perspective-taking experiences (VRPT) can increase prosocial behavior toward others. We extend this research by exploring whether this effect of VRPT is driven by increased empathy and whether the effect extends to ostensibly real-stakes behavioral games. In a pre-registered laboratory experiment (N = 180), participants interacted with an ostensible partner (a student from the same university as them) on a series of real-stakes economic games after (a) taking the perspective of the partner in a virtual reality, "day-in-the-life" simulation, (b) taking the perspective of a different person in a "day-in-the-life" simulation, or (c) doing a neutral activity in a virtual environment. The VRPT experience successfully increased participants' subsequent propensity to take the perspective of their partner (a facet of empathy), but only if the partner was the same person whose perspective participants assumed in the virtual reality simulation. Further, this effect of VRPT on perspective-taking was moderated by participants' reported feeling of immersion in the virtual environment. However, we found no effects of VRPT experience on behavior in the economic games.Entities:
Mesh:
Year: 2018 PMID: 30161144 PMCID: PMC6116942 DOI: 10.1371/journal.pone.0202442
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Demographics by condition.
| Control | Direct Empathy | Indirect Empathy | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| M | F | O | T | M | F | O | T | M | F | O | T | |
| Am. Ind. or AK Native | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 1 | 0 | |||
| Asian | 2 | 6 | 0 | 7 | 9 | 0 | 6 | 9 | 0 | |||
| Black or African-American | 7 | 2 | 0 | 3 | 1 | 1 | 6 | 4 | 0 | |||
| HI N & Pacific Islander | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | |||
| Latino | 5 | 6 | 0 | 3 | 7 | 0 | 3 | 5 | 0 | |||
| White | 11 | 19 | 0 | 6 | 11 | 0 | 11 | 17 | 0 | |||
| Some Other | 1 | 3 | 0 | 0 | 3 | 0 | 0 | 1 | 1 | |||
“M” column shows number of participants who identified as male in each condition, “F” column shows number of participants who identified as female in each condition, the “O” column shows number of participants who identified as neither male nor female in each condition, and “T” shows the total number of participants in each condition. “Latino” participants are anyone who marked any race but identified as being “Latino or Hispanic”.
Fig 1Avatars.
The participants may have taken the perspective of James (left) OR Steve (right).
Fig 2Equipment/first task.
Participants hold the HTC controllers (indicated with green circles) in their hands and wear the HTC Vive HMD (indicated with a red circle) on their head as shown and interact with the IVE as their real-world sensory input is replaced with the world of the IVE. The individual in this image (as well as in Figs 3 and 4) has given written informed consent (as outlined in PLOS consent form) to publish these photos.
Fig 3Second task.
Participants stand at a podium and give a presentation about “themselves” based on information presented to them via a screen in the back of the classroom.
Fig 4Third task.
Participants complete a series of exercises while looking at a screen placed such that they also see a reflection of their avatar.
Fig 5Order of experimental materials.
Effect of condition on self-report measures at time 2.
| Condition | |||
| | 0.924 | -0.097 | -0.264 |
| | 0.175 | 0.12 | -0.166 |
| Constant | 4.974 | 2.472 | 3.679 |
| R2 | 0.030 | 0.001 | 0.028 |
| N | 180 | 180 | 180 |
* p < 0.05
** p < 0.01
*** p < 0.001
All results are β/SE; Significance symbols and standard errors on constants are excluded
Effect of condition on behavioral measures.
| Condition | ||||
| | -0.456 | -0.192 | 0.162 | -0.574 |
| | -0.648 | -0.123 | -0.257 | -0.095 |
| Constant | 3.571 | 6.000 | 11.857 | 43.407 |
| R2 | 0.017 | 0.001 | 0.001 | 0.003 |
| N | 180 | 180 | 180 | 180 |
* p < 0.05
** p < 0.01
*** p < 0.001
All results are β/SE; Significance symbols and standard errors on constants are excluded
Fig 6Effect of condition on time-2 perspective taking.
Effect of condition and presence on time-2 perspective taking.
| Condition | |||
| | 0.924 | — | 1.086 |
| | 0.175 | — | 0.148 |
| Presence | — | -0.060 | -0.087 |
| Presence | |||
| | — | — | 0.998 |
| | — | — | -0.103 |
| Constant | 4.974 | 5.304 | 4.992 |
| R2 | 0.030 | 0.001 | 0.072 |
| N | 180 | 180 | 180 |
* p < 0.05
** p < 0.01
*** p < 0.001
All results are β/SE; Significance symbols and standard errors on constants are excluded
Fig 7Effect of condition and presence on time-2 perspective taking.