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Virtual Reality and Charitable Giving: The Influence of Space, Presence, and Attention

Forskningsoutput: TidskriftsbidragArtikelVetenskapligPeer review

5 Citeringar (Scopus)
77 Nedladdningar (Pure)

Sammanfattning

Virtual reality (VR) can boost charitable attitudes and behavior. In an experiment with 100 participants viewing the content in VR vs. desktop computer, the VR group exhibited significantly higher levels of spatial presence (MD = 1.24, p <.001), attention allocation (MD =. 58, p <.001), spatial situation model building (MD =.47, p =.01), and empathy (MD =.46, p =.049). Donation behavior did not differ between the two groups (p =.36). Both computer and VR viewers shared similar emotions, but VR users felt greater immersion and emotional intensity, perceiving themselves as active participants, while computer viewers took a more passive role. This study generated insights for nonprofits considering VR in their marketing strategies, shedding light on the potential of VR storytelling and its effects on charitable giving.

OriginalspråkEngelska
Sidor (från-till)965-976
TidskriftVoluntas: International Journal of Voluntary and Nonprofit Organizations
Volym35
Nummer5
Tidigt onlinedatum3 juni 2024
DOI
StatusPublicerad - 3 juni 2024
MoE-publikationstypA1 Tidskriftsartikel-refererad

Finansiering

Open access funding provided by \u00C5bo Akademi University. Open access funding provided by \u00C5bo Akademi University.

FN:s SDG:er

Detta resultat bidrar till följande hållbara utvecklingsmål:

  1. SDG 1 – Ingen fattigdom
    SDG 1 – Ingen fattigdom
  2. SDG 2 – Ingen hunger
    SDG 2 – Ingen hunger
  3. SDG 3 – God hälsa och välbefinnande
    SDG 3 – God hälsa och välbefinnande
  4. SDG 10 – Minskad ojämlikhet
    SDG 10 – Minskad ojämlikhet

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