The Influence of Game Character Appearance on Empathy and Immersion: Virtual Non-Robotic Versus Robotic Animals
Background. Empathic interactions with animated game characters can help improve user 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 app...
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crsagepubl:10.1177/1046878120926694 2024-06-23T07:54:05+00:00 The Influence of Game Character Appearance on Empathy and Immersion: Virtual Non-Robotic Versus Robotic Animals Sierra Rativa, Alexandra Postma, Marie Van Zaanen, Menno 2020 http://dx.doi.org/10.1177/1046878120926694 http://journals.sagepub.com/doi/pdf/10.1177/1046878120926694 http://journals.sagepub.com/doi/full-xml/10.1177/1046878120926694 en eng SAGE Publications http://journals.sagepub.com/page/policies/text-and-data-mining-license Simulation & Gaming volume 51, issue 5, page 685-711 ISSN 1046-8781 1552-826X journal-article 2020 crsagepubl https://doi.org/10.1177/1046878120926694 2024-06-04T06:25:10Z Background. Empathic interactions with animated game characters can help improve user 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 on empathy and immersion. 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 that congruence in appearance and facial expressions of 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/natural body appearance and facial expressiveness of a virtual character’s appearance. The evidence from this study suggests that the appearance of the virtual animal has an important influence on user experience. Article in Journal/Newspaper Iceland SAGE Publications Simulation & Gaming 51 5 685 711 |
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Background. Empathic interactions with animated game characters can help improve user 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 on empathy and immersion. 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 that congruence in appearance and facial expressions of 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/natural body appearance and facial expressiveness of a virtual character’s appearance. The evidence from this study suggests that the appearance of the virtual animal has an important influence on user experience. |
format |
Article in Journal/Newspaper |
author |
Sierra Rativa, Alexandra Postma, Marie Van Zaanen, Menno |
spellingShingle |
Sierra Rativa, Alexandra Postma, Marie Van Zaanen, Menno The Influence of Game Character Appearance on Empathy and Immersion: Virtual Non-Robotic Versus Robotic Animals |
author_facet |
Sierra Rativa, Alexandra Postma, Marie Van Zaanen, Menno |
author_sort |
Sierra Rativa, Alexandra |
title |
The Influence of Game Character Appearance on Empathy and Immersion: Virtual Non-Robotic Versus Robotic Animals |
title_short |
The Influence of Game Character Appearance on Empathy and Immersion: Virtual Non-Robotic Versus Robotic Animals |
title_full |
The Influence of Game Character Appearance on Empathy and Immersion: Virtual Non-Robotic Versus Robotic Animals |
title_fullStr |
The Influence of Game Character Appearance on Empathy and Immersion: Virtual Non-Robotic Versus Robotic Animals |
title_full_unstemmed |
The Influence of Game Character Appearance on Empathy and Immersion: Virtual Non-Robotic Versus Robotic Animals |
title_sort |
influence of game character appearance on empathy and immersion: virtual non-robotic versus robotic animals |
publisher |
SAGE Publications |
publishDate |
2020 |
url |
http://dx.doi.org/10.1177/1046878120926694 http://journals.sagepub.com/doi/pdf/10.1177/1046878120926694 http://journals.sagepub.com/doi/full-xml/10.1177/1046878120926694 |
genre |
Iceland |
genre_facet |
Iceland |
op_source |
Simulation & Gaming volume 51, issue 5, page 685-711 ISSN 1046-8781 1552-826X |
op_rights |
http://journals.sagepub.com/page/policies/text-and-data-mining-license |
op_doi |
https://doi.org/10.1177/1046878120926694 |
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Simulation & Gaming |
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51 |
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5 |
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685 |
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711 |
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1802646052332896256 |