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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Published in:Simulation & Gaming
Main Authors: Sierra Rativa, Alexandra, Postma, Marie, van Zaanen, Menno
Format: Article in Journal/Newspaper
Language:English
Published: 2020
Subjects:
Online Access:https://research.tilburguniversity.edu/en/publications/7d7f4bcf-4dd7-4066-9922-beb3687e7c91
https://doi.org/10.1177/1046878120926694
https://journals.sagepub.com/doi/pdf/10.1177/1046878120926694
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spelling ftunitilburgpubl:oai:tilburguniversity.edu:publications/7d7f4bcf-4dd7-4066-9922-beb3687e7c91 2024-06-23T07:54:07+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 2020-10 https://research.tilburguniversity.edu/en/publications/7d7f4bcf-4dd7-4066-9922-beb3687e7c91 https://doi.org/10.1177/1046878120926694 https://journals.sagepub.com/doi/pdf/10.1177/1046878120926694 eng eng https://research.tilburguniversity.edu/en/publications/7d7f4bcf-4dd7-4066-9922-beb3687e7c91 info:eu-repo/semantics/closedAccess Sierra Rativa , A , Postma , M & van Zaanen , M 2020 , ' The Influence of Game Character Appearance on Empathy and Immersion : Virtual Non-Robotic Versus Robotic Animals ' , Simulation and Gaming , vol. 51 , no. 5 , 1046878120926694 , pp. 685-711 . https://doi.org/10.1177/1046878120926694 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 UNCANNY VALLEY EMOTION SIMULATION ASSOCIATION VALIDATION TENDENCIES EXPRESSION article 2020 ftunitilburgpubl https://doi.org/10.1177/1046878120926694 2024-06-10T23:53:08Z 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 Tilburg University Research Portal Simulation & Gaming 51 5 685 711
institution Open Polar
collection Tilburg University Research Portal
op_collection_id ftunitilburgpubl
language English
topic 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
UNCANNY VALLEY
EMOTION
SIMULATION
ASSOCIATION
VALIDATION
TENDENCIES
EXPRESSION
spellingShingle 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
UNCANNY VALLEY
EMOTION
SIMULATION
ASSOCIATION
VALIDATION
TENDENCIES
EXPRESSION
Sierra Rativa, Alexandra
Postma, Marie
van Zaanen, Menno
The Influence of Game Character Appearance on Empathy and Immersion:Virtual Non-Robotic Versus Robotic Animals
topic_facet 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
UNCANNY VALLEY
EMOTION
SIMULATION
ASSOCIATION
VALIDATION
TENDENCIES
EXPRESSION
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.
format Article in Journal/Newspaper
author Sierra Rativa, Alexandra
Postma, Marie
van Zaanen, Menno
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
publishDate 2020
url https://research.tilburguniversity.edu/en/publications/7d7f4bcf-4dd7-4066-9922-beb3687e7c91
https://doi.org/10.1177/1046878120926694
https://journals.sagepub.com/doi/pdf/10.1177/1046878120926694
genre Iceland
genre_facet Iceland
op_source Sierra Rativa , A , Postma , M & van Zaanen , M 2020 , ' The Influence of Game Character Appearance on Empathy and Immersion : Virtual Non-Robotic Versus Robotic Animals ' , Simulation and Gaming , vol. 51 , no. 5 , 1046878120926694 , pp. 685-711 . https://doi.org/10.1177/1046878120926694
op_relation https://research.tilburguniversity.edu/en/publications/7d7f4bcf-4dd7-4066-9922-beb3687e7c91
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op_doi https://doi.org/10.1177/1046878120926694
container_title Simulation & Gaming
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container_start_page 685
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