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Virtual reality perspective-taking increases cognitive empathy for specific others
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....
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Public Library of Science
2018
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6116942/ https://www.ncbi.nlm.nih.gov/pubmed/30161144 http://dx.doi.org/10.1371/journal.pone.0202442 |
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author | van Loon, Austin Bailenson, Jeremy Zaki, Jamil Bostick, Joshua Willer, Robb |
author_facet | van Loon, Austin Bailenson, Jeremy Zaki, Jamil Bostick, Joshua Willer, Robb |
author_sort | van Loon, Austin |
collection | PubMed |
description | 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. |
format | Online Article Text |
id | pubmed-6116942 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2018 |
publisher | Public Library of Science |
record_format | MEDLINE/PubMed |
spelling | pubmed-61169422018-09-16 Virtual reality perspective-taking increases cognitive empathy for specific others van Loon, Austin Bailenson, Jeremy Zaki, Jamil Bostick, Joshua Willer, Robb PLoS One Research Article 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. Public Library of Science 2018-08-30 /pmc/articles/PMC6116942/ /pubmed/30161144 http://dx.doi.org/10.1371/journal.pone.0202442 Text en © 2018 van Loon et al http://creativecommons.org/licenses/by/4.0/ This is an open access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. |
spellingShingle | Research Article van Loon, Austin Bailenson, Jeremy Zaki, Jamil Bostick, Joshua Willer, Robb Virtual reality perspective-taking increases cognitive empathy for specific others |
title | Virtual reality perspective-taking increases cognitive empathy for specific others |
title_full | Virtual reality perspective-taking increases cognitive empathy for specific others |
title_fullStr | Virtual reality perspective-taking increases cognitive empathy for specific others |
title_full_unstemmed | Virtual reality perspective-taking increases cognitive empathy for specific others |
title_short | Virtual reality perspective-taking increases cognitive empathy for specific others |
title_sort | virtual reality perspective-taking increases cognitive empathy for specific others |
topic | Research Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6116942/ https://www.ncbi.nlm.nih.gov/pubmed/30161144 http://dx.doi.org/10.1371/journal.pone.0202442 |
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