The Influence of Game Character Appearance on Empathy and Immersion: Virtual Non-Robotic Versus Robotic Animals

被引:19
|
作者
Sierra Rativa, Alexandra [1 ]
Postma, Marie [2 ,3 ]
Van Zaanen, Menno [4 ]
机构
[1] Tilburg Univ, Cognit Sci & Artificial Intelligence, Tilburg, Netherlands
[2] Tilburg Univ, Cognit Sci, Tilburg, Netherlands
[3] Tilburg Univ, Dept Cognit Sci & Artificial Intelligence, Tilburg, Netherlands
[4] South African Ctr Digital Language Resources, Potchefstroom, South Africa
关键词
appearance; artificiality; body appearance; dispositional empathy; empathy; expressiveness; facial expressiveness; game character appearance; immersion; simulation game; situational empathy; user experience; virtual animal; virtual robotic animal; INTERPERSONAL REACTIVITY INDEX; VIOLENT VIDEO GAMES; DISPOSITIONAL EMPATHY; UNCANNY VALLEY; EMOTION; SIMULATION; ASSOCIATION; VALIDATION; TENDENCIES; EXPRESSION;
D O I
10.1177/1046878120926694
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Background.Empathic interactions with animated game characters can help improveuser experience, increase immersion, and achieve better affective outcomes related to the use of the game. Method.We used a 2x2 between-participant design and a control condition to analyze the impact of the visual appearance of a virtual game character onempathyandimmersion. The four experimental conditions of the game character appearance were: Natural (virtual animal) with expressiveness (emotional facial expressions), natural (virtual animal) with non-expressiveness (without emotional facial expressions), artificial (virtual robotic animal) with expressiveness (emotional facial expressions), and artificial (virtual robotic animal) with non-expressiveness (without emotional facial expressions). The control condition contained a baseline amorphous game character. 100 participants between 18 to 29 years old (M=22.47) were randomly assigned to one of five experimental groups. Participants originated from several countries: Aruba (1), China (1), Colombia (3), Finland (1), France (1), Germany (1), Greece (2), Iceland (1), India (1), Iran (1), Ireland (1), Italy (3), Jamaica (1), Latvia (1), Morocco (3), Netherlands (70), Poland (1), Romania (2), Spain (1), Thailand (1), Turkey (1), United States (1), and Vietnam (1). Results.We found thatcongruenceinappearanceandfacial expressionsof virtual animals (artificial + non-expressive and natural + expressive) leads to higher levels of self-reported situational empathy and immersion of players in a simulated environment compared to incongruent appearance and facial expressions. Conclusions.The results of this investigation showed an interaction effect between artificial/naturalbody appearanceandfacial expressivenessof a virtual character's appearance. The evidence from this study suggests that the appearance of the virtual animal has an important influence onuser experience.
引用
收藏
页码:685 / 711
页数:27
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