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dc.contributor.authorYildirim, Caglar
dc.contributor.authorSengun, Sercan
dc.contributor.authorKucuk, Eyup
dc.contributor.authorAkhoroz, Mehmet
dc.contributor.authorHarrell, D. Fox
dc.date.accessioned2025-01-29T20:49:39Z
dc.date.available2025-01-29T20:49:39Z
dc.date.issued2024-12-01
dc.identifier.isbn979-8-4007-1283-8
dc.identifier.urihttps://hdl.handle.net/1721.1/158130
dc.descriptionMUM ’24, December 01–04, 2024, Stockholm, Swedenen_US
dc.description.abstractVirtual reality (VR) roleplaying games designed to promote perspective taking typically involve players assuming the perspective of others from different backgrounds and experiencing a simulated scenario from their everyday life, with the goal of facilitating and enhancing empathy and social acceptance toward marginalized groups. One key question pertains to the extent to which players’ perspective during VR roleplaying games affects their social acceptance of the other. To address this question, we examined the effect of first-person vs. third-person perspective on presence, co-presence, and social acceptance during a VR roleplaying game. Two groups of participants played the same VR roleplaying game from either a first-person perspective or a third-person perspective. Results showed that compared to third-person perspective, first-person perspective led to greater co-presence during the game and engendered higher levels of social acceptance toward the character whose role participants played. These results highlight the importance of using first-person perspective in VR roleplaying games focusing on facilitating and enhancing social acceptance.en_US
dc.publisherACM|International Conference on Mobile and Ubiquitous Multimediaen_US
dc.relation.isversionofhttps://doi.org/10.1145/3701571.3703388en_US
dc.rightsArticle is made available in accordance with the publisher's policy and may be subject to US copyright law. Please refer to the publisher's site for terms of use.en_US
dc.sourceAssociation for Computing Machineryen_US
dc.titleFrom My Vantage Point: Exploring The Effect of First-Person and Third-Person Perspectives on Social Acceptance in VR Roleplaying Gamesen_US
dc.typeArticleen_US
dc.identifier.citationYildirim, Caglar, Sengun, Sercan, Kucuk, Eyup, Akhoroz, Mehmet and Harrell, D. Fox. 2024. "From My Vantage Point: Exploring The Effect of First-Person and Third-Person Perspectives on Social Acceptance in VR Roleplaying Games."
dc.contributor.departmentMassachusetts Institute of Technology. Program in Comparative Media Studies/Writingen_US
dc.identifier.mitlicensePUBLISHER_POLICY
dc.eprint.versionFinal published versionen_US
dc.type.urihttp://purl.org/eprint/type/ConferencePaperen_US
eprint.statushttp://purl.org/eprint/status/NonPeerRevieweden_US
dc.date.updated2025-01-01T08:51:38Z
dc.language.rfc3066en
dc.rights.holderThe author(s)
dspace.date.submission2025-01-01T08:51:38Z
mit.licensePUBLISHER_POLICY
mit.metadata.statusAuthority Work and Publication Information Neededen_US


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