In the uncanny valley, transportation predicts narrative enjoyment more than empathy, but only for the tragic hero

dc.contributor.authorMacDorman, Karl F.
dc.contributor.departmentHuman-Centered Computing, School of Informatics and Computingen_US
dc.date.accessioned2019-11-08T18:35:14Z
dc.date.available2019-11-08T18:35:14Z
dc.date.issued2019-05
dc.description.abstractThe uncanny valley is a term used to describe the phenomenon that human simulations that are nearly but not quite realistic often give viewers an uneasy, eerie feeling. Given the prevalence of computer-animated human characters and a narrative framework in videogames, serious games, and health-related scenarios, it is important to examine how the uncanny valley influences narrative empathy and enjoyment. In a 2 × 2 × 2 between-groups posttest-only experiment, 738 participants took the role of a patient in a virtual consultation with a doctor; the consultation varied in the doctor's character (hero or villain), its subplot ending (happy or tragic), and its depiction (computer animated or real). The participants' posttest results showed greater emotional empathy and enjoyment in the hero condition and no significant difference in emotional empathy for the computer animation but greater narrative enjoyment and persuasion. Just endings (hero rewarded, villain punished) elicited much greater pleasure than unjust endings. In comparing computer animation with recorded video, emotional empathy was a significantly stronger predictor of narrative enjoyment than transportation only for the real hero with a tragic ending. The enjoyment and persuasiveness of the computer-animated doctor–patient consultation bodes well for the use of animation in interactive visual narratives.en_US
dc.eprint.versionFinal published versionen_US
dc.identifier.citationMacDorman, K. F. (2019). In the uncanny valley, transportation predicts narrative enjoyment more than empathy, but only for the tragic hero. Computers in Human Behavior, 94, 140–153. https://doi.org/10.1016/j.chb.2019.01.011en_US
dc.identifier.urihttps://hdl.handle.net/1805/21319
dc.language.isoenen_US
dc.publisherElsevieren_US
dc.relation.isversionof10.1016/j.chb.2019.01.011en_US
dc.relation.journalComputers in Human Behavioren_US
dc.rightsAttribution 3.0 United States*
dc.rights.urihttp://creativecommons.org/licenses/by/3.0/us/*
dc.sourcePublisheren_US
dc.subjectanthropomorphismen_US
dc.subjectavatarsen_US
dc.subjectcomputer animationen_US
dc.titleIn the uncanny valley, transportation predicts narrative enjoyment more than empathy, but only for the tragic heroen_US
dc.typeArticleen_US
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