There's been a lot in the news lately about empathy and/or lack of empathy. Can VR storytelling promote empathy for social impact or is it ultimately a misguided experience, even a form of "disaster porn"?

In fact, in Archer's research, the team found that too much familiarity in a subject led to less emotional impact. Oversaturation of refugee news stories resulted in less immersion in the VR setting. Those who weren't familiar with the stories and said they were not really that interested in the topic had the most empathetic responses.
However, compared to traditional text or photo spreads, VR was generally better at motivating users to learn more about the subject and take social action. In particular, VR experiences with clear protagonists and narrative especially heightened empathetic connection since the viewers' sense of closeness to the characters helped to increase the level of immersion. The more the participants trusted the narrator, the more engaged and connected they were.
One disadvantage to VR, though, was the complaints users had about uncomfortable headsets. This may preclude longer-form pieces until a solution is found. At present, most cinematic VR is around 5 minutes long, which may not allow for in-depth treatment of a topic.
VR storytelling definitely has the potential to affect minds and hearts through its use in journalism, film, and social impact games, but storytellers will have to carefully consider how the presentation of their stories will impact users.
Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.
0 comments:
Post a Comment