The DOI matches its Crossref record; 61 of the 61 references it cites were found in a registry or an index.
Virtual reality perspective-taking increases cognitive empathy for specific others
Open accessAbstract
Previous research shows that virtual reality perspective-taking experiences (VRPT) can increase prosocial behavior toward others. We extend this research by exploring whether this effect of VRPT is driven by increased empathy and whether the effect extends to ostensibly real-stakes behavioral games. In a pre-registered laboratory experiment (N = 180), participants interacted with an ostensible partner (a student from the same university as them) on a series of real-stakes economic games after (a) taking the perspective of the partner in a virtual reality, "day-in-the-life" simulation, (b) taking the perspective of a different person in a "day-in-the-life" simulation, or (c) doing a neutral activity in a virtual environment. The VRPT experience successfully increased participants' subsequent propensity to take the perspective of their partner (a facet of empathy), but only if the partner was the same person whose perspective participants assumed in the virtual reality simulation. Further, this effect of VRPT on perspective-taking was moderated by participants' reported feeling of immersion in the virtual environment. However, we found no effects of VRPT experience on behavior in the economic games.
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Cites
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Computational Social Science and Sociology
Edelmann, A., Wolff, T., Montagne, D., & Bail, C. A. (2020) · Annual Review of Sociology · doi:10.1146/annurev-soc-121919-054621 · Cited by 305
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“…to examine the effects of peers on delinquency, a disorganized neighborhood or street segment to study the effect of disorder, embodied versions of economic games (see van Loon et al. 2018), or moral decision-making dilemmas such as the Trolley Problem (Navarrete et al. 2012; Francis et al. 2017).”
Background
Metadata
- Authors
- van Loon, A., Bailenson, J., Zaki, J., Bostick, J., & Willer, R.
- Venue
- PLOS ONE
- Publisher
- Public Library of Science (PLoS)
- Published
- 2018-08-30
- Volume
- 13
- Issue
- 8
- Pages
- e0202442
- ISSN
- 1932-6203 (ISSN-L)
- OpenAlex
- W2888849277
- Cited by
- 265
- References
- 61
- FWCI
- 16.44
- Type
- journal article
- Language
- en
- Open access
- gold
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- van Loon, A., Bailenson, J., Zaki, J., Bostick, J., & Willer, R. (2018). Virtual reality perspective-taking increases cognitive empathy for specific others. PLOS ONE. https://doi.org/10.1371/journal.pone.0202442
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Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.