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 ap...

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Main Authors: Alexandra Sierra Rativa, Marie Postma, Menno Van Zaanen
Format: Article in Journal/Newspaper
Language:unknown
Subjects:
Online Access:https://journals.sagepub.com/doi/10.1177/1046878120926694
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spelling ftrepec:oai:RePEc:sae:simgam:v:51:y:2020:i:5:p:685-711 2023-05-15T16:52:24+02:00 The Influence of Game Character Appearance on Empathy and Immersion: Virtual Non-Robotic Versus Robotic Animals Alexandra Sierra Rativa Marie Postma Menno Van Zaanen https://journals.sagepub.com/doi/10.1177/1046878120926694 unknown https://journals.sagepub.com/doi/10.1177/1046878120926694 article ftrepec 2020-12-04T13:43:09Z 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 . 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 Article in Journal/Newspaper Iceland RePEc (Research Papers in Economics)
institution Open Polar
collection RePEc (Research Papers in Economics)
op_collection_id ftrepec
language unknown
description 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 . 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
format Article in Journal/Newspaper
author Alexandra Sierra Rativa
Marie Postma
Menno Van Zaanen
spellingShingle Alexandra Sierra Rativa
Marie Postma
Menno Van Zaanen
The Influence of Game Character Appearance on Empathy and Immersion: Virtual Non-Robotic Versus Robotic Animals
author_facet Alexandra Sierra Rativa
Marie Postma
Menno Van Zaanen
author_sort Alexandra Sierra Rativa
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
url https://journals.sagepub.com/doi/10.1177/1046878120926694
genre Iceland
genre_facet Iceland
op_relation https://journals.sagepub.com/doi/10.1177/1046878120926694
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