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.

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https://hci.top/en/papers/chi/32605/2020

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DOI: https://doi.org/10.1145/3313831.3376748
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Source
CHI
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Year
2020
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Authors
7 authors
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Subtopics
Social & Collaborative VR, Interactive Narrative & Immersive Storytelling
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HCI Researchers, Sociologists & Anthropologists
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Abstract only
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