Abstract

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.

Highlights

  • Can virtual reality be used to increase other-regarding sentiments and behaviors such as empathy and prosocial behavior? If so, through what mechanism does such an effect operate? Previous literature suggests that virtual reality can be used to increase prosocial behavior, and empathy may be the mechanism of interest

  • Circle Tracking Game—As part of the exploratory aspect of this study, we developed a computer mediated coordination game, the circle tracking game (CTG), to investigate if there were any differences in participant performance based on their randomly assigned condition

  • We find that our virtual reality perspective-taking experiences (VRPT) exercise, under certain conditions, increased participants’ propensity to take the perspective of their partners (Fig 6)

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Summary

Introduction

Can virtual reality be used to increase other-regarding sentiments and behaviors such as empathy and prosocial behavior? Previous literature suggests that virtual reality can be used to increase prosocial behavior, and empathy may be the mechanism of interest. Osf.io/egq79/) in which we test the effectiveness of virtual reality perspective-taking VRPT), or the use of immersive virtual environments to take on the perspective of someone else. We predicted that VRPT would increase the prosocial behavior of individuals as measured through a series of behavioral games. We measure empathic concern and propensity to take on the perspective of others at time-one (before the experimental session) and at time-two (after the intervention, before the prosociality measures) to test for empathy as a mechanism. In accordance with previous literature, that VRPT will increase prosocial behavior, here measured as decisions in behavioral games.

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