Data Science and Big Data Analytics Unit, Eurecat Technology Centre of Catalonia, Barcelona, Spain.
University of Barcelona, Barcelona, Spain.
Cyberpsychol Behav Soc Netw. 2020 Oct;23(10):683-688. doi: 10.1089/cyber.2019.0665. Epub 2020 Jul 22.
Immersive storytelling is widely considered to have a great potential to foster empathy toward suffering people, as well as to provide enjoyable experiences able to attract wider audiences. This article examines how the immersive presentation of 360-video nonfiction contents impacts both empathy toward the characters and enjoyment of the experience and the interplay between these two psychological outcomes. Participants watched a series of 360-video stories presented either on a virtual reality headset or a screen, and measures of spatial presence, empathy (in terms of perspective taking and empathic concern), and enjoyment were collected. Mediation analyses and structural equation models showed a direct positive effect of spatial presence on perspective taking and empathic concern, and an indirect negative effect of immersive presentation on empathic concern through enjoyment. These findings indicate that enjoyment of pleasurable aspects of the experience may hinder the affective dimension of empathy toward the characters, and point out to the need to carefully consider the targeted reactions from the audience, since different intended psychological outcomes may not be fully compatible.
沉浸式叙事被广泛认为具有培养对受苦受难者的同理心的巨大潜力,同时也能提供吸引人的、愉快的体验,吸引更广泛的受众。本文探讨了沉浸式呈现 360 度非虚构内容如何影响对角色的同理心和对体验的享受,以及这两种心理结果之间的相互作用。参与者观看了一系列在虚拟现实头戴设备或屏幕上呈现的 360 度视频故事,并收集了空间存在感、同理心(从观点采择和共情关怀两个方面)和享受度的测量数据。中介分析和结构方程模型表明,空间存在感直接正向影响观点采择和共情关怀,而沉浸式呈现通过享受度对共情关怀产生间接负向影响。这些发现表明,对体验愉快方面的享受可能会阻碍对角色的情感同理心,这也表明需要仔细考虑观众的预期反应,因为不同的预期心理结果可能不完全兼容。