Virtual reality and embodied experience induce similar levels of empathy change: Experimental evidence

Virtual reality and embodied experience induce similar levels of empathy change: Experimental evidence
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虚拟现实和实体体验会引起类似水平的同理心变化:实验证据

DOI:
10.1016/j.chbr.2020.100038
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发表时间:
2020
期刊:
Computers in Human Behavior Reports
影响因子:
--
通讯作者:
Jones, Jason J.
Jones, Jason J.
中科院分区:
--
文献类型:
--
作者:
Hargrove, Andrew;Sommer, Jamie M.;Jones, Jason J.

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心理接近理论认为,个人的经历与目标群体的经历越接近,就越应该对他人产生同理心。最近的技术发展,即虚拟现实(VR),可以通过增加感知的亲密度来帮助扩大我们对他人的同情能力。虽然一些研究人员发现虚拟现实可以引发同理心,但其他人发现结果好坏参半。基于之前的研究,我们提出了这样的问题:虚拟现实是否比其他诱导移情的活动,特别是“具身”体验,更能有效地引发移情?具身体验试图重新创造目标群体的体验,使参与者更接近目标群体的生活体验。为了做到这一点,我们使用了一个实验设计来比较不同的活动,假设增加对一个心理上遥远的群体的同理心:1)虚拟现实体验(与一个必须从遥远的地方取水来养家的女人在虚拟现实中出现),以及2)具体化体验(搬运水壶10分钟)。我们的主要研究结果表明,这两种治疗方法都有效地引发了对水问题和性别水问题的态度改变。与实体体验相比,VR在引发同情或捐赠方面并不明显更好。
The theory of psychological proximity implies that individuals should empathize with others more the closer their own experience is to that of the target group. Recent technological developments, namely virtual reality (VR), may help expand our ability to empathize with others by increasing perceived closeness. While some researchers find that virtual reality can elicit empathy, others find mixed results. Building on this previous research, we ask: is virtual reality more effective at eliciting empathy than other empathy-inducing activities, specifically an ‘embodied’ experience? An embodied experience attempts to recreate the experience of the target group to bring the participant closer to the lived experience of the target. To do this, we use an experimental design to compare different activities hypothesized to increase empathy towards a psychically distant group: 1). a virtual reality experience (being virtually present with a woman who must carry water from a distant source to provide for her family), and 2). an embodied experience (carrying water jugs for 10 ​min). Our main findings indicate that both treatments were effective at eliciting attitude change for both water issues and for gendered water issues. VR was not appreciably better at eliciting empathy or donations compared to an embodied experience.
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