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 | Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems |
Place of Publication | New York |
Publisher | Association for Computing Machinery |
Number of pages | 13 |
ISBN (Print) | 9781450367080 |
DOIs | |
Publication status | Published - 1 Apr 2020 |
Event | 2020 CHI Conference on Human Factors in Computing Systems - Honolulu, United States Duration: 25 Apr 2020 → 30 Apr 2020 |
Conference
Conference | 2020 CHI Conference on Human Factors in Computing Systems |
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Country/Territory | United States |
City | Honolulu |
Period | 25/04/20 → 30/04/20 |
Funding
We thank Maxime Bloemsma, Rian Goossens, Mary Beth Haines, Kim Hermsen, Haruno Ito, Noriko Ito, Yasuo Ito, Alyea Sandovar, Ingmar Schuurman, Sachie Takagi, Margot van Rutten, Takemi Wada, the Embassy of the Kingdom of the Netherlands, OurPlanet-TV, and interviewees, participants, and reviewers for their support. This work is part of the project ‘Persuasive Gaming. From theory-based design to validation and back’ with number 314-99-106, funded by the Netherlands Organization for Scientific Research.