Abstract
Socially aware persuasive games that use immersive technologies often appeal to empathy, prompting users to feel and understand the struggles of another. However, the often sought-after standing in another's shoes' experience, in which users virtually inhabit another in distress, may complicate other-oriented empathy. Following a Research through Design approach, we designed for other-oriented empathy - focusing on a partaker-perspective and diegetic reflection - which resulted in Permanent; a virtual reality game designed to foster empathy towards evacuees from the 2011 Fukushima Daiichi nuclear disaster. We deployed Permanent 'in the wild' and carried out a qualitative study with 78 participants in the Netherlands and Japan to capture user experiences. Content Analysis of the data showed a predominance of other-oriented empathy across countries, and in our Thematic Analysis, we identified the themes of 'Spatial, Other, and Self -Awareness', 'Personal Accounts', 'Ambivalence', and 'Transdiegetic Items', resulting in design insights for fostering other-oriented empathy through virtual reality.
Original language | English |
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Title of host publication | CHI 2020 - Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems |
Publisher | ACM |
ISBN (Electronic) | 9781450367080 |
DOIs | |
Publication status | Published - 21 Apr 2020 |
MoE publication type | A4 Conference publication |
Event | ACM SIGCHI Annual Conference on Human Factors in Computing Systems - Honolulu, United States Duration: 26 Apr 2020 → 30 Apr 2020 https://chi2020.acm.org/ |
Conference
Conference | ACM SIGCHI Annual Conference on Human Factors in Computing Systems |
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Abbreviated title | ACM CHI |
Country/Territory | United States |
City | Honolulu |
Period | 26/04/2020 → 30/04/2020 |
Internet address |
Keywords
- empathy
- game
- interactive narrative
- virtual reality