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Create free accountWhitepaperXi'an Jiaotong-Liverpool University
This research explores the potential of virtual reality (VR) games to foster empathy in non-myopic individuals toward those living with varying degrees of myopia. By simulating the visual impairments associated with nearsightedness, the study aims to bridge the gap in understanding between those with and without the condition, ultimately informing more inclusive and accessible product design.
The methodology involved a two-stage approach. First, the researchers conducted an online survey with ten participants—eight myopic and two non-myopic—to identify common daily challenges, such as navigating traffic or recognizing acquaintances. Based on these findings, the team developed two VR games: Myopic Bike, which simulates the difficulty of navigating obstacles while cycling, and Say Hi, which replicates the challenge of identifying people in public spaces. These games utilize Gaussian blur parameters to represent four distinct levels of visual acuity: no myopia, low, moderate, and high myopia.
The games were evaluated through a playtesting session with four participants, each representing a different level of myopia. Data were collected using the Game Experience Questionnaire (GEQ), a subjective emotion questionnaire, and semi-structured interviews. The results indicate that the VR simulations successfully created an engaging, non-judgmental environment that allowed participants to experience the physical and emotional discomfort of myopia. Participants reported that the games effectively challenged their previous misconceptions and deepened their empathetic understanding of the condition. The study concludes that VR is a promising medium for empathy training and suggests that future research should incorporate larger sample sizes and more complex physiological data, such as EEG signals and facial expression analysis, to further refine the design framework for accessible, empathy-driven gaming experiences.
ACM CHI PLAY · 2023