32,684 research outputs found

    Seeing pain and pleasure on self and others: behavioural and psychophysiological reactivity in immersive virtual reality

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    Studies have explored behavioral and neural responses to the observation of pain in others. However, much less is known about how taking a physical perspective influences reactivity to the observation of others' pain and pleasure. To explore this issue we devised a novel paradigm in which 24 healthy participants immersed in a virtual reality scenario observed a virtual: needle penetrating (pain), caress (pleasure), or ball touching (neutral) the hand of an avatar seen from a first (1PP)- or a third (3PP)-person perspective. Subjective ratings and physiological responses [skin conductance responses (SCR) and heart rate (HR)] were collected in each trial. All participants reported strong feelings of ownership of the virtual hand only in 1PP. Subjective measures also showed that pain and pleasure were experienced as more salient than neutral. SCR analysis demonstrated higher reactivity in 1PP than in 3PP. Importantly, vicarious pain induced stronger responses with respect to the other conditions in both perspectives. HR analysis revealed equally lower activity during pain and pleasure with respect to neutral. SCR may reflect egocentric perspective, and HR may merely index general arousal. The results suggest that behavioral and physiological indexes of reactivity to seeing others' pain and pleasure were qualitatively similar in 1PP and 3PP. Our paradigm indicates that virtual reality can be used to study vicarious sensation of pain and pleasure without actually delivering any stimulus to participants' real body and to explore behavioral and physiological reactivity when they observe pain and pleasure from ego- and allocentric perspectives

    Experiencing Poverty in an Online Simulation: Effects on Players’ Beliefs, Attitudes and Behaviors about Poverty

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    Digital simulations are increasingly used to educate about the causes and effects of poverty, and inspire action to alleviate it. Drawing on research about attributions of poverty, subjective well-being, and relative income, this experimental study assesses the effects of an online poverty simulation (entitled Spent) on participants’ beliefs, attitudes, and actions. Results show that, compared with a control group, Spent players donated marginally more money to a charity serving the poor and expressed higher support for policies benefitting the poor, but were less likely to take immediate political action by signing an online petition to support a higher minimum wage. Spent players also expressed greater subjective well-being than the control group, but this was not associated with increased policy support or donations. Spent players who experienced greater presence (perceived realism of the simulation) had higher levels of empathy, which contributed to attributing poverty to structural causes and support for anti-poverty policies. We draw conclusions for theory about the psychological experience of playing online poverty simulations, and for how they could be designed to stimulate charity and support for anti-poverty policies

    Presence, what is it good for? Exploring the benefits of virtual reality at evoking empathy towards the marginalized

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    2020 Fall.Includes bibliographical references.This study examines the relationship between physical presence and empathy across three technology modalities: 1) virtual reality head-mount displays, 2) desktop virtual reality, and 3) text narratives with photographs displayed on a computer screen. Additionally, it examines if public support for a novel public health intervention increases when participants engage in a perspective-taking exercise designed to evoke empathy. Last, the study explores whether the benefits of empathy arousal, specifically the reduction of stereotypes toward the marginalized, depend on the technology modality used in the perspective-taking exercise. Prior studies have consistently found a positive correlation between physical presence and fear and anxiety, especially studies that have used virtual reality head-mount displays to induce presence. However, few studies have examined the relationship between physical presence and empathy. Although some studies have found a positive correlation between physical presence and empathy, these studies are few, lack comprehensive and consistent measurement, and commonly do not test the superiority of virtual reality head-mount displays at evoking empathy against more traditional technology modalities. Last, studies using virtual reality head-mount displays have found inconsistent results in how empathy affects public support and stereotypes. A 1x4 lab experiment (N = 199) was carried out to fill in these research gaps. Results include the follow: 1) physical presence was higher in the virtual reality head-mount display condition compared to the desktop virtual-reality condition and the text narrative and photograph condition; 2) physical presence was positively correlated with all four dimensions of empathy—perspective taking, fantasy, personal distress, and empathic concern; however, the relationship between presence and empathic concern was moderated by participants' mental health; 3) the amount of empathy participants experienced did not differ by experimental condition; however, cognitive empathy was lower in the control condition compared to each experimental condition; 4) public support was positively correlated with three of the four dimensions of empathy including perspective taking, fantasy, and empathic concern; 5) perceptions of stereotypes of people who inject drugs were higher in the control condition compared to the desktop virtual-reality condition and text narrative condition, but not the virtual reality head-mount display condition. Overall, this study adds to a growing body of literature exploring the benefits of virtual-reality perspective-taking exercises in three important ways. First, this study strengthens the assertion that virtual-reality head-mount displays produce more physical presence compared to desktop virtual reality and text narratives with photographs. Second, aligned with prior research, this study provides evidence of a positive correlation between physical presence and empathy arousal. However, in this study, empathy arousal appears to be increasing presence, which is a different causal pathway then the study predicted.Last, this study found that the virtual-reality head-mount display condition was the only experimental condition that did not significantly reduce stereotypes. Together, these results suggest both potential advantages and disadvantages for using virtual reality in perspective-taking exercises
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