Department of Communication, Stanford University, Stanford, California, United States of America.
Department of Psychology, Stanford University, Stanford, California, United States of America.
PLoS One. 2018 Oct 17;13(10):e0204494. doi: 10.1371/journal.pone.0204494. eCollection 2018.
Virtual Reality (VR) has been increasingly referred to as the "ultimate empathy machine" since it allows users to experience any situation from any point of view. However, empirical evidence supporting the claim that VR is a more effective method of eliciting empathy than traditional perspective-taking is limited. Two experiments were conducted in order to compare the short and long-term effects of a traditional perspective-taking task and a VR perspective-taking task (Study 1), and to explore the role of technological immersion when it comes to different types of mediated perspective-taking tasks (Study 2). Results of Study 1 show that over the course of eight weeks participants in both conditions reported feeling empathetic and connected to the homeless at similar rates, however, participants who became homeless in VR had more positive, longer-lasting attitudes toward the homeless and signed a petition supporting the homeless at a significantly higher rate than participants who performed a traditional perspective-taking task. Study 2 compared three different types of perspective-taking tasks with different levels of immersion (traditional vs. desktop computer vs. VR) and a control condition (where participants received fact-driven information about the homeless). Results show that participants who performed any type of perspective-taking task reported feeling more empathetic and connected to the homeless than the participants who only received information. Replicating the results from Study 1, there was no difference in self-report measures for any of the perspective-taking conditions, however, a significantly higher number of participants in the VR condition signed a petition supporting affordable housing for the homeless compared to the traditional and less immersive conditions. We discuss the theoretical and practical implications of these findings.
虚拟现实(VR)被越来越多地称为“终极同理心机器”,因为它允许用户从任何角度体验任何情况。然而,支持 VR 比传统的换位思考更能引起同理心的实证证据是有限的。进行了两项实验,以比较传统的换位思考任务和 VR 换位思考任务的短期和长期效果(研究 1),并探讨当涉及到不同类型的中介换位思考任务时技术沉浸的作用(研究 2)。研究 1 的结果表明,在八周的时间里,两种条件下的参与者报告的同理心和与无家可归者的联系程度相似,但在 VR 中成为无家可归者的参与者对无家可归者的态度更为积极,持续时间更长,并且签署支持无家可归者的请愿书的比例明显高于执行传统换位思考任务的参与者。研究 2 比较了三种不同类型的换位思考任务,这些任务具有不同程度的沉浸感(传统与台式计算机与 VR)和控制条件(参与者接收有关无家可归者的事实驱动信息)。结果表明,与仅接收信息的参与者相比,执行任何类型的换位思考任务的参与者都感到更有同理心和与无家可归者的联系。与研究 1 的结果相呼应,任何换位思考条件的自我报告措施都没有差异,但是,与传统和低沉浸度条件相比,VR 条件下签署支持无家可归者负担得起住房的请愿书的参与者人数明显更多。我们讨论了这些发现的理论和实践意义。