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Accepted for/Published in: JMIR Serious Games

Date Submitted: Dec 9, 2019
Date Accepted: Jun 3, 2020

The final, peer-reviewed published version of this preprint can be found here:

Designing a Virtual Reality Game for Promoting Empathy Toward Patients With Chronic Pain: Feasibility and Usability Study

Tong X, Kiaei P, Gromala D, Shaw C

Designing a Virtual Reality Game for Promoting Empathy Toward Patients With Chronic Pain: Feasibility and Usability Study

JMIR Serious Games 2020;8(3):e17354

DOI: 10.2196/17354

PMID: 32763883

PMCID: 7442937

Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.

“AS IF You Were Me”-Evaluating a Virtual Reality Game for Promoting Empathy towards Chronic Pain Patients

  • Xin Tong; 
  • Pegah Kiaei; 
  • Diane Gromala; 
  • Chris Shaw

ABSTRACT

Background:

Many studies evaluated how digital media might impact the emotional and perspective-taking dimensions of empathy in both clinical and non-clinical environments. However, few studies have focused on designing virtual reality (VR) to motivate empathy for chronic pain patients. Here, we designed a VR game titled AS IF.

Objective:

The goal of this game is to increase non-patients’ empathy towards the growing number of people who live with chronic pain. Further, we would like to evaluate the prototype and devise design suggestions to guide future research.

Methods:

We first introduce the design features of the VR game, AS IF, and then describe the study devised to evaluate its feasibility. A total of 18 participants were recruited and experienced the game.

Results:

Findings suggest that the game was effective in improving implicit and explicit empathy, as well as its emotional and perspective-taking aspects. More specifically, for the adapted Empathy Scale, the total scores in the pre-test and the post-test score did not reach any statistical significance (t(17)= -1.41, P = 0.076). However, we did find differences in the sub-scales. For the kindness subscale showed a statistically significant increase in the post-test than in the pre-test (t(17) = -3.97, P = 0.01). For the scores of the Willingness to Help Scale before and after the game intervention, from a t-test analysis, a significant increase in the post-test score was observed compared to the pretest score (t(17) = -4.51, P < 0.01). The effect size for this analysis was found to be a large effect (d= -1.063).

Conclusions:

The contributions are (1) AS IF is one of the pioneering VR games designed to motivate empathy specifically towards chronic pain patients, and (2) we proposed design suggestions to facilitate empathy and greater understanding towards chronic pain patients for future researchers.


 Citation

Please cite as:

Tong X, Kiaei P, Gromala D, Shaw C

Designing a Virtual Reality Game for Promoting Empathy Toward Patients With Chronic Pain: Feasibility and Usability Study

JMIR Serious Games 2020;8(3):e17354

DOI: 10.2196/17354

PMID: 32763883

PMCID: 7442937

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