The Virtual Reality (VR) technology provides an extremely high level of immersion that is capable of influencing people’s attitudes and behaviors in an altruistic way. This study examines the influence of various immersion levels in real VR settings with both cartoon-based and simulated real environments on individuals’ behaviors and compares these behaviors. As a result, we anticipate a greater increase in altruistic behavior and social kindness among individuals who experience the simulated VR environment compared to those in a 2D cartoon-like environment. Furthermore, we expect the embodiment effect to be more pronounced in the simulated VR version compared to the real world. The mixed-methods approach includes quantitative measures of prosocial behaviors and qualitative assessments of participants’ experiences. Participants are randomly assigned to either a cartoon-style or simulated VR group, both of which deliver the same conditions designed to provoke prosocial behavior. We believe that participants who have been more associated with the avatar will have a greater increase in altruistic tendencies and that those who have undergone these immersive VR experiences will report a higher likelihood of engaging in altruistic actions in the real world. This study’s outcomes will be the basis for the design principles that guide the creation of VR environments targeting prosocial behaviors and may also play a vital role in implementing these applications in the education and conflict resolution fields.

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Enhancing Altruistic Behavior Through Virtual Reality: The Impact of Immersive Environments and Digital Embodiment on Prosocial Tendencies

  • Lei Xia,
  • Yuqi Hu,
  • Xiaomei Li,
  • Dan Li,
  • Siye Zeng,
  • Ling Fan

摘要

The Virtual Reality (VR) technology provides an extremely high level of immersion that is capable of influencing people’s attitudes and behaviors in an altruistic way. This study examines the influence of various immersion levels in real VR settings with both cartoon-based and simulated real environments on individuals’ behaviors and compares these behaviors. As a result, we anticipate a greater increase in altruistic behavior and social kindness among individuals who experience the simulated VR environment compared to those in a 2D cartoon-like environment. Furthermore, we expect the embodiment effect to be more pronounced in the simulated VR version compared to the real world. The mixed-methods approach includes quantitative measures of prosocial behaviors and qualitative assessments of participants’ experiences. Participants are randomly assigned to either a cartoon-style or simulated VR group, both of which deliver the same conditions designed to provoke prosocial behavior. We believe that participants who have been more associated with the avatar will have a greater increase in altruistic tendencies and that those who have undergone these immersive VR experiences will report a higher likelihood of engaging in altruistic actions in the real world. This study’s outcomes will be the basis for the design principles that guide the creation of VR environments targeting prosocial behaviors and may also play a vital role in implementing these applications in the education and conflict resolution fields.