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Journal of Business Research 100 (2019) 571–580

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Journal of Business Research


journal homepage: www.elsevier.com/locate/jbusres

The effects of Virtual Reality (VR) on charitable giving: The role of empathy, T
guilt, responsibility, and social exclusion☆

Maria Kandaurova, Seung Hwan (Mark) Lee
Ryerson University, Ted Rogers School of Retail Management, 350 Victoria St., Toronto, Ontario M5B 2K3, Canada

A R T I C LE I N FO A B S T R A C T

Keywords: As Virtual Reality (VR) continues to have an increased presence in the consumer marketplace, charitable and
Virtual reality non-profit organizations are looking to VR to stimulate charitable giving (monetary or volunteering). The ob-
Empathy jective of this research is to investigate the effects of VR on empathy, guilt, responsibility, and donation of time
Guilt and money in the social marketing context. Supported by the media richness theory (MRT) and the social
Social responsibility
presence theory (SPT), the results of three experimental studies suggest that content viewed on a VR platform,
Social exclusion
Volunteering
when compared against a traditional two-dimensional video media platform (VM), increases empathy, increases
Charitable giving responsibility, and instigates higher intention to donate money and volunteer time towards a social cause. For
socially excluded individuals, VR enhances the level of guilt and social responsibility, ultimately leading to a
higher intention to volunteer. Although, this did not manifest for monetary donations.

1. Introduction communication” (p. 6); he claims that VR can influence people and
change the way they comprehend the real world. Even though VR can
Virtual Reality (VR) is a communication medium that provides users be viewed by many as a new technology that can deliver faster and
with a 3-dimentional (3D), 360-degree computer-generated virtual more accurate graphics, Bowman, Hodges, Allison, and Wineman
environment. 3D video technologies are known to provide more im- (1999) contend that the main hope for VR is “its useful applications that
mersive media content compared to the conventional 2-dimensional will benefit people” (p.1). One such beneficial implication involves
(2D) video content (Yasakethu, Hewage, Fernando, & Kondoz, 2008). encouraging the donation of time (volunteering) and money (monetary
Even though 2D mediums have been around for a long time and con- donations). Donors expect charities to deliver close-to-reality messages
tinue to remain as primary modes of visual communication and en- to accurately represent their social causes (Bendapudi, Singh, &
tertainment, recent focus has shifted to uncover the benefits of VR and Bendapudi, 1996). Accordingly, social marketers have looked for novel
its societal applications. ways to reach the donors' hearts, while trying to focus supporters' at-
In recent years, the cost of VR technology has fallen making it more tention on critical environmental and humanitarian crises. Conven-
accessible to the public. In 2016, Facebook released its highly-antici- tional ways of introducing global issues, be it through raw imagery and
pated Oculus Rift VR headset, which noticeably improved the problem visuals, do not often provide potential donors with a rich experience of
of motion sickness that was common in earlier VR systems (Desai, the social issue. Such methods are effective at delivering facts, however,
Desai, Ajmera, & Mehta, 2014). Indeed, technology titans such as Sony, it can often be perceived as disengaging. Compared to a static image,
Google, and Samsung joined the race to fulfill consumer demand and VR has the potential to deliver multiple communication cues that
expectations (Davis, Nesbitt, & Nalivaiko, 2015). With accessibility to people can rely on while interpreting the communicated message. VR,
VR technology and associated content widening, VR's scope of appli- due to its immersive nature, increases realism and presence by allowing
cation to tourism, communication, education, retail and public relations the user to become a part of the environment (Yasakethu et al., 2008).
domains has correspondingly burgeoned (Barnes, 2016; Griffin et al., In addition to verbal, VR increases paraverbal communication cues,
2017; Hasan & Yu, 2015). such as voice volume and inflection, as well as real time non-verbal
Ulrich (2015) refers to VR as “a new, complex form of indications such as body posture, facial mimics, gestures and attitudes


This project was funded by Social Sciences and Humanities Research Council Insight Development Grant. Special thanks to Ksenia Sergueeva, Shahin
Chowdhury, Polina Ratnichkina, Dr. Ojelanki Ngwenyama, and Dr. Kelly McKay for their assistance on the research project.

Corresponding author.
E-mail address: lee.mark@ryerson.ca (S.H.M. Lee).

https://doi.org/10.1016/j.jbusres.2018.10.027
Received 19 December 2017; Received in revised form 9 October 2018; Accepted 10 October 2018
Available online 15 October 2018
0148-2963/ © 2018 Elsevier Inc. All rights reserved.
M. Kandaurova, S.H.M. Lee Journal of Business Research 100 (2019) 571–580

(Fabri, Moore, & Hobbs, 1999). These immediate communication cues psychologists distinguish two main mechanisms in empathy: 1) the
facilitate one's interaction in a simulated virtual realm and can assist in mediation of empathy (facilitated via a situation and emotional expres-
one's decision-making process to donate and/or volunteer. sions), and 2) the outcome of the empathic process. In situational med-
Charitable and human rights organizations such as United Nations, iation of empathy, the observer perceives that the observed person has
Global Citizen, and Amnesty International have been exploring the use been mistreated, and as a result, develops a feeling of anger or pain that
of VR in spreading awareness of social issues and promoting social re- he/she would experience under the same circumstances. Empathy can
sponsibility. Although VR's potential has been widely discussed, there is also be mediated through emotional expressions. For example, if an
currently very little scientific knowledge on the merits of VR as a tool observer sees the observed person crying, the observer can then adopt
for social marketing purposes. To that end, this gap in knowledge and this emotional state. These two modes represent the empathetic pro-
VR's potential for influencing people's behavior form the motivation of cess, which in turn, results in a particular outcome (Paiva et al., 2005).
our research. Therefore, this research aims to contribute to the field of The outcome, typically, is the observer experiencing the emotional state
social marketing and emerging technologies. While some scholars have of the other, which can lead to a person's desire to help.
theorized the possibilities of VR towards prosocial and other helping Additionally, people's support for a social cause can also be moti-
behavior, (Gillath, McCall, Shaver, & Blascovich, 2008; Rosenberg, vated by guilt. Social marketers have previously used guilt appeals to
Baughman, & Bailenson, 2013), to the best of our knowledge, this is the stimulate prosocial behavior (Basil, Ridgway, & Basil, 2006; Huhmann
first comprehensive empirical research that examines the effects of VR & Brotherton, 1997). Guilt is an emotional state which occurs when one
on donation of time and money. Additionally, this research initiates a understands that he/she violated a certain societal expectation, moral
discussion on whether VR can mitigate the emotional disengagement or ethical norm, or custom (Basil et al., 2006). Although, it is important
and encourage donation behavior of those who feel socially excluded. to distinguish between different types of guilt. Literature offers the
This research also contributes to literature on VR and its prosocial ap- following: 1) Reactive guilt - occurs when one's personal standards and
plications, allowing social scientists and social marketers to better un- believes he/she lives by get violated (e.g., use of public transportation
derstand the influential nature of VR within a social marketing context. without purchasing a ticket); 2) Anticipatory guilt - similar to reactive,
Herein, we refer to content viewed within the virtual reality, 3D plat- but occurs when one is going against his/her standards of acceptable
form as “VR” and content viewed on a flat screen of a laptop – a 2D behavior (e.g., lying or misrepresenting facts); and 3) Existential guilt -
platform as “VM”. The construct that represents the two will be referred triggered by empathy that occurs when one feels better off than another
to as “media type”. person (e.g., feeling guilty to live in peace and wealth, while majority of
the planet is in poverty) (Hibbert, Smith, Davies, & Ireland, 2007). The
2. Conceptual development latter type is often referred to as social responsibility guilt, which is
triggered by situations as giving/not giving to a charitable cause
2.1. Donation of time and money (Burnett & Lunsford, 1994). Herein, guilt implies existential guilt which
closely relates to our research context.
Prosocial behavior is defined as any act with the main goal to Lastly, as adduced by Basil et al. (2006), responsibility “may stem
benefit another person(s) (Aronson, Wilson, & Akert, 2005). Indeed, from causing something to occur or from failing to avoid the onset of
money and time donations are among the most commonly known ways some occurrence” (p. 3). For example, a realization that personal car
to help others. While both charitable outcomes are concerned with use contributes to climate change may cause a person to feel re-
helping or acting pro-socially, at their core, they are fundamentally sponsible to switch to public transit. Or, one might feel responsible to
different. Unlike the non-monetary nature of donating time (vo- donate blood, since not donating might result in someone's demise. This
lunteering), monetary donations have direct financial implications. form of responsibility is interconnected to social responsibility, where
Furthermore, both behaviors are linked to different cognitive mindsets. one thinks outside of his/her inner circle of friends, family, community
For example, while time-ask questions are associated with well-being and nation to help one in need (Pancer & Pratt, 1999, p. 38). Further-
and personal happiness, money-ask questions activate the economic more, “when individuals obtain an accurate empathic perspective about
utility about attainment of such goals (Liu & Aaker, 2008). According to the conditions and needs of others, they are more apt to feel social
Liu and Aaker (2008) “thinking about spending time leads to an emo- responsibility and become socially involved” (Segal, 2011, p. 271).
tional mind-set in which giving to charity is seen as a means toward
emotional well-being and happiness, whereas thinking about spending 2.3. Social exclusion
money leads to a value-maximizing mind-set in which the link between
happiness and giving is less accessible” (p. 546). The intention to do- Social exclusion (SE) is a complex and multidimensional phenom-
nate money or volunteer time might be triggered by different factors, enon that depends on many factors (e.g., personality traits (extravert/
such as desire to connect with others, gain job skills, and make a direct introvert), situations (ostracized by friends, family members or ac-
impact on one's community (via volunteering), or share one's charitable quaintances), cultural differences (in some cultures people depend on
mission (via money donation). Nonetheless, sources indicate that one another more than in other cultures), and the duration of feeling
people donate time and money to increase their self-esteem, to be re- socially excluded (short/long term)) and most of us are familiar with it
cognized for their actions, to feel better about themselves, or to ease the at least to some extent. It manifests in an aloof greeting of new class-
feeling of guilt and obligation (Hibbert & Horne, 1996). mates in a new school, an avoidant glimpse of a friend at a party, or an
uninvolved salutation of a co-worker. Similarly, potential donors/vo-
2.2. Empathy, guilt, and responsibility lunteers might feel socially excluded in an unfamiliar setting of a
charitable event (especially at the beginning of the event, before any
Many studies have highlighted empathy as an important contributor social activities or interactions with other attendees). As put by
to prosocial behavior (Baumeister, Brewer, Tice, & Twenge, 2007). Williams, Cheung, and Choi (2000), “Ostracism occurs across the life
Through empathy, people selflessly focus on those in need (Silver, span” (p. 748) and we all know that “being ignored, excluded or re-
1980), and it is defined as “sensitivity to, and understanding of, the jected probably ranks among the most unpleasant and painful of human
mental states of others” (Smith, 2006, p. 3). Empathy can be activated experiences” (Schaafsma et al., 2015, p. 26). According to Williams
in many ways and under different circumstances. However, this re- (2007), humans learned to recognize whether they are being ostracized
search does not focus on the entire taxonomy of empathy. It rather to “prevent the inevitable loss of group membership, protection, and
focuses on empathy's general function; it is the sense and understanding reproductive opportunities” (p. 429). Social exclusion is the “general
the mental state of another. According to Paiva et al. (2005), modern perception of an individual of being excluded, rejected or ignored by

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another individual … that hinders their ability to establish or maintain objects in more advanced VR versions). As such, VR's richness has the
positive interpersonal relationships” (Williams, 2007, p. 241). capability of increasing presence.
Previous research has shown social exclusion leads to decline in An increased sense of physical, self, and social presence can posi-
empathy and prosocial behavior (Twenge, Baumeister, Dewall, tively affect empathy, making the user feel more in tune with the virtual
Ciarocco, & Bartels, 2007). Twenge and colleagues found that children environment. For example, Janda et al. (2004) identified that dental
that are rejected by their peers were found to be less pro-socially active students who were trained through a virtual environment and talked to
when compared to their socially included counterparts. Moreover, a virtual patient, showed more empathy for their patients in real life,
study findings revealed socially excluded people (compared to socially when compared with those who were not trained on a virtual patient.
included) made fewer donations, volunteered for fewer experiments, This is not surprising given that VR has been hypothesized to lead to
helped and cooperated less, reported lesser feelings of belongingness, as higher emotions and feelings (Waterworth et al., 2003). As such, we
well as indicated reduced empathetic concern for another person's believe that VR will have a greater influence on people's level of em-
misfortune (Twenge et al., 2007). According to Baumeister et al. (2007) pathy than the traditional visual medium.
“social exclusion causes an immediate reaction of numbness, including Empathy, at its core, encourages people to act towards social
a loss of sensitivity to physical pain and a lack of emotion” (p. 514). change. When people receive accurate empathetic perspectives about
Because emotional response is one of the key prerequisites to empathy, someone in need, they feel more socially responsible and typically act
social exclusion may weaken one's inclination to donate and/or vo- pro-socially to make a difference (Segal, 2011). Thus, by offering an
lunteer. This may be due to the fact that social exclusion, by its defi- immersive and interactive involvement into a social issue, VR might
nition, refers to one's difficulty to establish or maintain positive inter- deepen one's understanding of the importance and urgency of the
personal relationships and/or understanding the emotional state of matter. Moreover, social presence, which has been found to increase
others. It is worth noting, however, that while a myriad of literature responsibility (Basil et al., 2006) and prosocial behavior, can be per-
highlights the negative effects of social exclusion on prosocial behavior, ceived in VR at a deeper level by projecting virtual social actors as real.
some studies indicate that socially excluded people cooperate more and Thus, we hypothesize that content viewed on VR, due to its media
retain social vs. individual information (Gardner, Pickett, & Brewer, richness and increased social presence has the potential to lead to
2000; Pickett, Gardner, & Knowles, 2004). However, since much of higher level of responsibility towards a social cause when compared to
literature highlights the negative effects of social exclusion on the viewing content via VM. Following, we expect that once an emotion
prosocial behavior (A series of seven experimental studies with three (i.e., empathy) is triggered at a higher level, one is more likely to feel
different manipulation techniques on social exclusion revealed a sta- responsible and is more likely to act upon this feeling. This is because
tistically significant decline in empathy, and prosocial behavior in so- the motivation to take action (e.g., responsibility) is an outcome of the
cially excluded vs. socially included people (Twenge et al., 2007)), in empathetic process proposed by Paiva et al. (2005). Keeping in mind
this research we expect social exclusion to lead to emotional numbness this connection between empathy and prosocial behavior, we predict
towards another person's misfortune and result in a lower desire to empathy explains the path towards responsibility. Taken together, we
donate money and time. This emotional withdrawal, most likely, is propose the following:
expected to vary (e.g., short-term and a long-term feeling of ostracism).
H1a. People viewing a social cause content within VR (vs. VM) will
However, this is outside the scope of this research, as we only look at
report higher level of empathy towards a social cause.
the short-term ostracism.
Since social marketers rely on the empathetic response, it is essen- H1b. People viewing a social cause content within VR (vs. VM) will
tial to understand whether VR has the capacity to mitigate the emo- report higher level of responsibility about a social cause.
tional disengagement in those who feel socially excluded. In contrast,
H1c. Empathy positively mediates the relationship between VR and
social inclusion (SI) has the reverse effect. For example, married cou-
responsibility.
ples volunteer more and children from stable and supporting families
were found to be more caring and socially involved (Twenge et al., Lee and Chang (2007) outline that donating one's time and money
2007). Hence, the secondary goal of this research seeks to illuminate are the two main forms of charitable giving. Bryant, Jeon-Slaughter,
how VR can stimulate donation of time and money towards a social Kang, and Tax (2003) adduce that people's decision whether to engage
cause overcoming the negative effects of social exclusion. into philanthropic activity depends on the resources that they have.
These resources can be economic, such as time, income and wealth; or
3. Hypotheses development sociological, such as human, cultural and social. Furthermore, solici-
tation of a response to an issue can be affected by many variables, such
According to Ulrich (2015), visual delivery of information, also as the donor's mood, media exposure, and attention of the donor to the
known as visual rhetoric, can influence people by evoking emotions communicated message (Bendapudi et al., 1996).
through powerful images. The author adduces that “the more vivid a Bendapudi et al. (1996) highlight that “higher empathic dispositions
virtual world is, the more it feels like actual experience, and the more and stronger awareness of charitable organizations may lead to gen-
directly it influences emotions.” (p. 8). Due to its rich and immersive erosity and sympathy towards the disadvantaged” (p. 1177). According
nature, VR may provide users with a more direct/first-person narrative to Ulrich (2015), even though visual delivery of information, also
experience when compared to 2D mediums (e.g., TV, laptop) and fa- known as visual rhetoric, is able to influence people by evoking emo-
cilitate multiple modes of empathy. This is due to Media Richness tions through powerful images, virtual reality could go beyond the vi-
Theory (MRT), also known as the Information Richness Theory (IRT) sual rhetoric to elicit a stronger emotional response. We believe that,
(Daft & Lengel, 1986; Robert & Dennis, 2005) which argues that richer through immersion and alertness, VR users experience higher empa-
mediums of communication lead to a better understanding of messages thetic disposition which leads to higher generosity of time and money.
and tasks with greater ambiguity. For example, a face-to-face interac- Thus, we hypothesize that participants would indicate higher desire to
tion is considered to be the highest medium of communication, as op- contribute more volunteer hours and donate more money towards a
posed to email which is considered to be low. This is because physical cause when compared to those, who were exposed to the VM (video
presence is the richest medium; you can see, hear, feel, and interact media) condition. Restated,
with the subject and the surroundings. In contrast, an email medium
H2a. People viewing a social cause content within VR (vs. VM) will
only has text. Notably, VR provides a richer medium that combines
report higher desire to donate their time (volunteer).
360-degree visual and audio dimensions, as well as the ability to in-
teract within the environment (e.g., look around, or interact with H2b. People viewing a social cause content within VR (vs. VM) will

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report higher desire to donate their money (monetary). For this study, we chose a video developed by RYOT titled the
“Global Citizen”. The video was downloaded through an app called
As mentioned before, an extensive body of empirical studies in-
Jaunt VR (Jaunt VR is a privately-owned company which is known for
dicates that social exclusion leads to emotional withdrawal and re-
developing short cinematic VR content). The length of the video was
duction in the empathetic response towards those who need help.
3.17 min. RYOT is an immersive media company founded by Bryn
Although, we believe that VR has the capability to elevate empathy,
Mooser, David Darg and Martha Rogers, who act not only as film-
guilt, responsibility, and donation behavior for those who are socially
makers, but also as humanitarian aid workers. Through their innovative
excluded. When excluded, we suspect VR provides a change in their
360-degree experiential videos, they bring attention to the world's main
perceptions regarding the perceived social presence of others. That is,
global and social issues (Sawers, 2016). For this video, RYOT traveled
even though the experience of a socially excluded person was initially
across the globe to capture social and climate issues. The main objective
framed in a way he/she felt rejected by others, VR, through its aug-
of the “Global Citizen” video was to introduce the viewer to global is-
mented social presence, may have the capability to reframe the ex-
sues and encourage people to take action.
perience into a positive, more included way.
In the VM condition, research subjects were exposed to the same
We base this argument on the social presence theory (Short,
video content via a 14-inch screen laptop. Even though the video had a
Williams, & Christie, 1976) which posits that the existence of other
360-degree navigation option, the participants were not allowed to
social actors in the moment of communication is important in the
touch the laptop (except for the volume control), thus, they watched the
choice of the communication medium. For example, telephone or vi-
video as they normally would on a laptop screen. After watching the
deoconferencing provides users with more prominent social presence
video, the participants were asked to complete a questionnaire related
when compared to email. The presence of others was found to enhance
to the video.
the sense of responsibility to behave pro-socially (Basil et al., 2006).
In this study, we examined two dependent variables: empathy and
The SPT theory suggests that communication between social actors
responsibility. Following the experiment, we conducted independent t-
would be more successful if the communication medium provides an
tests to make inferences about the differences between two means of VR
appropriate social presence required for the task. Relatedly, VR pro-
and VM on each dependent variable. All five assumptions of the in-
vides enhanced social presence through its immersive environment
dependent sample t-test were met. The two populations were presumed
where the viewer perceives virtual social environment and actors as
to be normally distributed and to have similar variance. These as-
real (Lee, 2004). According to Barnes (2016), the SPT theory has been
sumptions are supported by the fact that the t statistic is robust and the
applied in the studies of virtual worlds and virtual reality. VR provides
sample size (N = 85) is large enough to assume that the sampling dis-
co-presence, psychological involvement, and behavioral engagement
tribution of the sample mean is a normal distribution based on the
which increases socialness – “the extent to which users perceive social
Central Limit Theorem (Glenberg, 1988). The scores in the two samples
cues within a virtual environment considered as a social entity” (p. 8).
were independent of one another; the samples were obtained using
Together, we believe that the increased sense of presence will positively
independent random sampling from its population. Lastly, the scores
impact people's (socially excluded) intent to donate their time and/or
were measured on an interval scale.
money and that their path to donation is through empathy, guilt, and
Regarding the dependent variables, we adapted the empathy scale
responsibility.
from Escalas and Stern (2003) – 5 items and the responsibility scale
H3a. There will be an interaction between media type (VR/VM) and from Basil et al. (2006) – 3 items. The empathy and responsibility scales
social belonging (SE/SI), such that in the SE condition, VR (vs. VM) were in a Likert-scale format (ranging from 1 to 7, strongly disagree-
increases empathy, guilt, responsibility, and donation behavior (time/ strongly agree). We also created a measure of immersion (3 items, 7-
money). point bipolar scale) and tested it as a manipulation check between the
two conditions: not engaged/engaged, not immersed/immersed, not
H3b. For socially excluded individuals, empathy, guilt, responsibility
integrated/integrated. The reliability coefficient (Cronbach's Alpha) for
mediates the relationship between VR and donation behavior (time/
all scales were deemed acceptable: Empathy (α = 0.90), Responsibility
money).
(α = 0.74), Immersion (α = 0.95).

4. Study 1 4.2. Study 1 results

4.1. Design and procedures The manipulation check was successful. Participants reported
higher levels of immersion in the VR conditions (vs. VM): MVR = 5.75
Study 1 examined whether VR leads to higher levels of empathy and (SD = 1.24) vs. MVM = 4.41 (SD = 1.67), t = 4.07, p < .01, Cohen's
responsibility, and whether empathy mediates the relationship between d = 0.91. There were no notable gender and age effects.
VR and responsibility. Eighty-five undergraduate students (mean Regarding empathy, the results revealed a significant difference
age = 20.56; 57.6% females) via a university-sanctioned participant between VR and VM: MVR = 4.80 (SD = 1.18) vs. MVM = 3.38
pool took part in the study for bonus course credits. The study was a (SD = 1.64), t = 4.56, p < .01, Cohen's d = 0.99. Regarding respon-
one-factor between-subjects design with two conditions (VR – Virtual sibility, similar results emerged: MVR = 6.09 (SD = 0.97) vs.
Reality and VM – Visual Media, NVR = 44, NVM = 41). Upon entering MVM = 5.63 (SD = 1.07), t = 2.06, p < .05, Cohen's d = 0.45. The two
the experiment space, the participations were randomly assigned into findings support our H1a and H1b hypotheses. Next, we examined
one of two conditions. whether empathy mediates the relationship between VR and responsi-
In the VR condition, the participants were asked to watch a video bility (H1c). We conducted the mediation analysis using SPSS PRO-
through an Oculus Rift VR headset, connected to a VR-ready desktop CESS, proposed by Hayes (2009). As opposed to the causal steps ap-
computer. Oculus Rift is a state-of-the-art VR technology which con- proach proposed by Baron and Kenny (1986), PROCESS offers output
tains a motion-tracking system that allows participants to experience for the indirect effect (a ∗ b), including confidence intervals and effect
3D, 360-degree videos. The participant's head movement and direction sizes. It also allows for bootstrapping to overcome Sobel's test limita-
are constantly analyzed by this head tracking system, and the video is tions (e.g., dependence on a normal sampling distribution) (Hayes,
changed accordingly to simulate a real-life-like experience. Instead of 2009). The PROCESS macro Model 4 (Hayes, 2012) was used to test a
watching a video as an observer in 2D, the VR participants were im- simple mediation process between media type (VR/VM) and responsi-
mersed into a 3D, 360-degree virtual environment (see photographic bility (using 5000 bootstrap samples).
representation in Appendix A). The results of the mediation model and metrics are shown in Fig. 1.

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Fig. 1. Mediating role of empathy on media type and responsibility (Study 1).

The results consist of the effect of media type (VR/VM) on responsi- much would you be willing to donate ($1 min, $100 max)? and 2) How
bility without the mediating effect of empathy (path c), the effect of many hours would you be willing to volunteer for the cause (1 h min,
media type on empathy (path a), the effect of empathy on responsibility 24 h max)? Additionally, the immersion scale was collected for the
(path b), and the direct effect of media type on responsibility with the manipulation check.
concurrent effect of media type affecting responsibility via empathy
(path c′). The results demonstrate that paths c, a, and b were all sig-
5.2. Study 2 results
nificant. Path c′ was not significant, indicating that empathy fully
mediates the relationship. A Sobel test (Sobel, 1982) was conducted and
The manipulation check was successful. Participants reported
found full mediation in the model (z = 2.54, p < .05). It was found
higher levels of immersion in the VR conditions (vs. VM): MVR = 6.35
that empathy fully mediated the relationship between the media type
(SD = 0.95) vs. MVM = 4.41 (SD = 1.73), t = 5.08, p < .01, Cohen's
and responsibility. A measure for the indirect effect (path a ∗ b) of the
d = 1.39. The reliability test for immersion measure revealed a
media type on responsibility (via empathy) was also presented after the
Cronbach's α of 0.95. There were no notable gender and age effects.
regression models. In this case, the effect size was 0.3320 (lays between
Regarding donation of money and time, independent t-test results
the Lower Limit of the Confidence Interval (LLCI) - 0.1208 and the
showed a significant difference between the VR and VM with respect to
Upper Limit of the Confidence Interval (ULCI) - 0.6802), with a 95%
money donation: MVR = 38.12 (SD = 35.48) vs. MVM = 15.67
confidence interval. These findings support full mediation and directly
(SD = 18.94), t = 2.86, p < .01 Cohen's d = 0.78 and time donation:
support H1c.
MVR = 12.96 (SD = 8.32) vs. MVM = 8.41 (SD = 8.40), t = 1.98,
Overall, the results of study 1 confirm our hypotheses (H1a, H1b)
p = .05 - significant, Cohen's d = 0.54. Based on the results, people
that VR (vs. VM) increases empathy and responsibility. The mediation
under the VR condition (vs. VM) indicated higher willingness to donate
analysis (H1c) also confirmed that empathy mediates the relationship
and volunteer towards the social cause. These findings confirm H2a and
between VR and responsibility.
H2b. Fig. 2 provides a graphical representation of the results.

5. Study 2 6. Study 3

5.1. Design and procedures 6.1. Design and procedures

Study 2 examined whether VR leads to higher intention to donate Study 3 examined the effects of VR (vs. VM) on socially excluded
money and volunteer time for a social cause. Fifty-three undergraduate individuals with regards to their intention to donate time and money
students (mean age = 20.64; 56.6% females) via a university-sanc- towards a social cause, as well as the underlying mediating mechanism
tioned participant pool took part in the study for bonus course credits. behind the process. The study was a 2 × 2 between-subjects design
This study was also a one-factor between-subjects design with two (media type: VR vs. VM) × (social belonging: socially excluded (SE) vs.
conditions (VR – Virtual Reality and VM – Visual Media, NVR = 26, socially included (SI)). A sample of 122 undergraduate students (mean
NVM = 27). Similar to study 1, under the VR condition, the participants age = 20.44; 73.0% females) via a university-sanctioned participant
were asked to watch a video through the Oculus Rift. Under the VM pool took part in the study for bonus course credits (NVR-SI = 30, NVR-
condition, the participants were asked to watch the same video through SE = 31, NVM-SI = 30, NVM-SE = 31). Upon entering the experiment
a 14-inch laptop. The procedures were similar to that of study 1. space, the participants were randomly assigned into one of four con-
For this study, participants watched “A Journey to the Arctic” video ditions: VR-SE, VR-SI, VM-SE, VM-SI. Prior to the VR/VM content ex-
created by Greenpeace. Greenpeace is a non-governmental organization posure, the participants were asked to play a computer game referred to
that is concerned with global issues such as climate change, defor- as Cyberball (Williams & Jarvis, 2006). This is an animated ball-
estation, overfishing, anti-nuclear and many other environmental pro- throwing computer game which has been frequently used to manipulate
blems. The video was downloaded through the JauntVR app. The length social exclusion and inclusion. To prevent participants from knowing
of the video was about 3.50 min. In the video, the narrator welcomes the true intent of the game, the participants were initially informed by
the participants to “The Artic Sunrise” Greenpeace ship, which sails the experimenter that they will be tested on the effects of mental vi-
through the sea ice to the high Arctic. The narrator states that polar sualization which will be measured through the Cyberball game. To
bears live there and that their home is under threat because of global begin, participants were told that they will be playing with three other
warming. The narrator encourages the viewer to protect the Arctic. students who would connect to the game via the Internet from a dif-
After watching the video, the participants were asked to record their ferent lab. Participants in the SI condition received the ball one fourth
willingness to donate time and money towards the cause. The following of the time, while participants in the SE condition received the ball
questions were asked: 1) If you were going to donate for this cause (i.e., twice at the start of the game, and were afterwards excluded for the
protection of the Arctic due to the climate change consequences), how remainder of the game. The game was set for 35 throws, which resulted

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MONEY DONATION ($) TIME DONATION (HOURS)

VR,
$38.12 VR,
12.96

VM,
8.41

VM,
$15.67

Fig. 2. Mean difference between media type (VR vs. VM) on money and time donation (Study 2).

in the total duration of the game for about 4.5 min. Cyberball has been 6.2.1. Empathy, guilt, and responsibility
widely used by the researchers and was specifically developed for the A factorial ANOVA was carried out with empathy, responsibility,
scientific community from its prototype of a real ball-tossing game. This guilt, money donation, and time donation as the dependent variables,
virtual analogue of a real ball-tossing game was intended to be more and social belonging and media type as the independent variables. All
efficient and less traumatic. As pointed out by Williams and Jarvis statistically significant interaction effects were followed up with a
(2006), the original face-to-face social exclusion manipulation game planned contrast analyses to determine significant mean differences.
was cumbersome and required collaborators, training, and the task of Regarding empathy, the main effect of media type was significant,
ignoring and excluding, which was difficult to practice during the MVR = 4.72 (SD = 1.28) vs. MVM = 3.56 (SD = 1.58); F
game. (1,118) = 19.67, p < .001 indicating that people in the VR condition
After the Cyberball game, the participants were asked to complete a reported higher levels of empathy vs. VM. These results are in align-
short 3-question survey based on their game experience. This served as ment with study 1 findings. However, the main effect for social be-
a manipulation check (Adopted from Zadro, Williams, & Richardson, longing was not significant (p = n.s.). That is, both socially included
2004): To what extent were you included into the game by the parti- and excluded participants revealed no difference in empathy towards a
cipants? What percentage of throws do you think you received during social cause. H3a was not supported.
the Cyberball game? On a scale from 1 to 9 how rejected/accepted did Regarding guilt, the main effect of the media type was significant,
you feel during the game? MVR = 4.25 (SD = 1.18) vs. MVM = 4.72 (SD = 1.03); F(1,118) = 5.62,
After the manipulation check, participants were asked to watch p < .05. Similar to empathy, there was no statistically significant dif-
“The Source” video created by Charity Water. Charity Water is a non- ference in the level of guilt between SI and SE (p = n.s.). Interestingly,
profit organization that is fundraising money to provide children with there was a unique interplay between media type and social belonging.
clean water in the areas of the world where it is not easy accessible/ The interaction effect yielded an F ratio of F(1, 118) = 5.42, p < .05. A
scarce. This video depicts the hardship of not having access to potable follow-up planned contrast comparison analysis indicated that there
water in rural regions of Ethiopia. Similar to the previous studies, was no significant difference in the level of guilt between VR and VM in
participants randomly assigned to the VR condition watched the 3.5- the SI condition (p = n.s.). However, in the SE condition participants
minute video through the Oculus Rift VR headset. Participants in the experienced higher level of guilt in the VR than in VM. This result was
VM condition watched the same video on a 14-inch laptop. statistically significant, MVR-SE = 4.93 (SD = 0.97) vs. MVM-SE = 4.00
Regarding the dependent variables, we tested empathy (scale (SD = 1.28); F(1,118) = 11.22, p < .001. These findings directly
adopted from Escalas & Stern, 2003), responsibility (scale adopted from support H3b, indicating that VR has no significant effect in the SI
Basil et al., 2006), and guilt (scale adopted from Cotte, Coulter, & condition, but has a significant positive effect on guilt in the SE con-
Moore, 2005), as well as the participants' willingness to donate and dition.
volunteer. A measure of immersion was also included as a manipulation Regarding responsibility, the main effect of the media type came out
check for the media type (VR vs. VM). to be significant, MVR = 6.11 (SD = 0.72) vs. MVM = 5.75 (SD = 1.01);
F(1,118) = 5.14, p < .05. Further, the interaction effect between
media type and social belonging on responsibility came out to be
6.2. Study 3 results marginally significant: F(1,118) = 3.33, p = .06. A planned contrast
comparison revealed that there is a significant difference in the level of
The manipulation checks were successful. Regarding social be- responsibility in the SE condition between the two media types, MVR-
longing, participants in the SE (n = 61) reported that they felt more SE = 6.16 (SD = 0.80) vs. MVM-SE = 5.51 (SD = 1.17); F(1,118) = 8.88,
socially excluded when compared to people from the SI (n = 60) con- p < .01. No statistical significance was noticed in the SI condition
dition, MSI = 5.37 (SD = 1.29) vs. MSE = 1.93 (SD = 1.15); F between the two media types (p = n.s.). Therefore, VR increased re-
(1,119) = 238.66, p < .001. Participants also reported feeling sig- sponsibility for those who were socially excluded, but not for those who
nificantly rejected during the game, MSI = 4.78 (SD = 1.39) vs. were socially included. See Fig. 3 for a graphical representation of guilt
MSE = 1.89 (SD = 0.93); F(1,119) = 181.70, p < .001. Participants in and responsibility.
the SE condition reported that they felt they received fewer balls (%
wise) during the game, MSI = 35.22 (SD = 17.85) vs. MSE = 9.34%
(SD = 8.10); F(1,119) = 105.93, p < .001. For media type, immersion 6.2.2. Money and time donation
was reported at a higher level in the VR condition (vs. VM): MVR = 5.82 Regarding money donation, neither main effects of the media type
(SD = 0.88) vs. MVM = 4.62 (SD = 1.53), t = 5.30, p < .001, Cohen's and social belonging, nor the interaction between them were sig-
d = 0.96. nificant. Regarding time donation, the main effect of the media type

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M. Kandaurova, S.H.M. Lee Journal of Business Research 100 (2019) 571–580

Means of Guilt across Manipulations (SI, SE) and (SD = 7.98); F(1,117) = 6.68, p < .05. The interaction effect was also
Media Type (VR, VM) significant, F(1,117) = 4.03, p < .05. A planned contrast comparison
revealed that those in the SE condition reported higher willingness to
VR
volunteer towards a cause in VR (vs. VM), MVR-SE = 17.65 (SD = 7.78)
VM VR vs. MVM-SE = 11.81 (SD = 8.13); F(1,117) = 8.26 p < .01. No statis-
VM 4.93
4.50 4.50
tical significance was noticed in the SI condition between two media
4.00 types (p = n.s.). These findings directly support H3a, indicating that VR
has no significant effect in the SI condition, but has a significant posi-
tive effect on time donation in the SE condition. See Fig. 4 for a gra-
phical representation.

SOCIAL INCLUSION (SI) SOCIAL EXCLUSION (SE)


6.2.3. Multiple mediation (time donation)
Based on the above results, we analyzed further to uncover the
Means of Responsibility across Manipulations (SI, SE) mechanism behind media type and its effects on time donation by
and Media Type (VR, VM) building a multiple mediation model (H3b). We iteratively looked at
empathy, guilt and responsibility as mediators and their interrelation
VR between media type for time donation. It is worth noting that this
VM VR model did not work for money donation, as there was no direct effect
6.16
6.01
6.07 between media type and willingness to donate money at the SE level.
For time donation, we tested the serial mediation using PROCESS
VM
model 6 (Preacher, Rucker, & Hayes, 2007). We ran the model with the
5.51 media type as the independent variable (X) and time donation as the
dependent variable (Y). This model was run at the social exclusion level
with three mediators: empathy (M1), guilt (M2) and responsibility
SOCIAL INCLUSION (SI) SOCIAL EXCLUSION (SE) (M3). The multiple mediation analysis was bootstrapped with 5000
samples (Preacher & Hayes, 2008). Path coefficients correspond to
Fig. 3. ANOVA analysis of media type and social belonging on guilt and re- changing the media type from VM to VR. The multiple mediation model
sponsibility (Study 3).
revealed two main and statistically significant indirect effects: Path 1)
media type to empathy to guilt to responsibility to time donation was
Means of Time Donation across Manipulations (SI, SE) significant (indirect effect = 0.506901, SE = 0.391691, 95%
and Media Type (VR, VM) CI = 0.073469 to 1.851555); Path 2) media type to guilt to responsi-
bility to time donation (indirect effect = 0.892361, SE = 0.622412,
VR 95% CI = 0.089717 to 2.750294) was significant. The overall results of
17.65 the multiple mediation analysis indicate that empathy, guilt and re-
sponsibility fully mediate the relationship between VR and the inten-
VM VR VM
tion to volunteer for a social cause. Fig. 5 presents the multiple-med-
11.81
10.97 10.97 iation model.
The mediation analysis findings revealed that a change in media
type from VM to VR at the SE level (i.e., a change to a richer medium),
does not directly lead to higher intention to volunteer. Instead, VR
triggers empathy, empathy leads to guilt, guilt leads to responsibility,
SOCIAL INCLUSION (SI) SOCIAL EXCLUSION (SE)
which then results in a higher intention to volunteer. This model il-
lustrates that VR influences socially excluded viewers to donate more
Fig. 4. ANOVA analysis of media type × social belonging on money and time
time via empathy, guilt, and responsibility. Interestingly, this did not
donation (Study 3).
manifest for money donation. These results partially support H3b.

came out to be significant, MVR = 14.42 (SD = 8.66) vs. MVM = 11.39 7. General discussion
(SD = 7.90); F (1,117) = 4.02, p < .05. The main effect of social be-
longing was also significant, MSE = 14.73 (SD = 8.42) vs. MSI = 10.97 The current VR literature is largely conceptual and sheds light on

Fig. 5. Mediating role of empathy, guilt, and responsibility on media type and time donation (Study 3).

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M. Kandaurova, S.H.M. Lee Journal of Business Research 100 (2019) 571–580

the potential applications of VR. However, empirical prosocial im- However, the path that they take to arrive at this decision may induce
plications of VR remain underexplored. To summarize, due to the level guilt and it is only relevant for time donation (not money). Hence,
of media richness and the augmented social presence provided by VR social exclusion is a prominent factor to consider in prosocial behavior,
(vs. VM), people viewing content via the VR medium reported to feel as it has been shown to negatively affect the empathetic process.
more empathetic and responsible towards the cause (Study 1). Overall, study 3 results show that VR boosts guilt and responsibility
Moreover, they indicated higher intention to donate money and vo- among socially excluded people which ultimately leads to a higher
lunteer their time (Study 2). Additionally, given that socially excluded desire to volunteer for a cause. Although, additional studies are needed
individuals tend to be less prosocial, the findings showed that even to investigate how VR can encourage more money donation (but not
socially excluded individuals exhibit greater prosocial behavior fol- time), these research results lay the foundation to be cautious and not to
lowing an exposure to VR content (Study 3). generalize that VR is equally capable of delivering higher money and
Study 1 showed that people in the VR condition (vs. VM) reported time donation in those who feel socially excluded.
higher levels of empathy and responsibility towards a social cause.
Simple mediation illustrated that empathy fully mediates the relation- 7.2. Limitations and future research
ship between VR and responsibility. These findings alone provide in-
sight into VR's capability to enhance empathy and social responsibility. There are several limitations to this research. The first limitation is
This knowledge may benefit social marketers and charitable organiza- concerned with the generalizability (external validity) of the results. All
tions in selecting an appropriate media type for their fundraising three studies presented in this manuscript were conducted in an arti-
campaigns. Study 2 complemented the first study by demonstrating ficially contrived setting. While acknowledging that the natural social
people intended to donate more time and money in the VR condition settings of a charitable event could be more suitable for this research,
(compared to VM). These results show a logical continuation of VR's we proceeded with artificial settings to increase the internal control of
effect of empathy and responsibility. When people feel responsible for a the studies. Further, the data were collected via an undergraduate
cause, it manifests a particular intent to act. Study 3 showed that VR student participation pool. As such, we acknowledge that it would be
had a more pronounced, positive effect on socially excluded people. The unfitting to generalize these research findings to the entire population.
results revealed that socially excluded people felt more guilty and re- Second, the participants were not asked to provide actual monetary
sponsible, thus indicating a higher desire to volunteer towards a social and time contributions. Instead, participants were asked to indicate
cause. Although, this did not manifest for monetary donations. their hypothetical charitable-donation intention. We acknowledge that
One of the more surprising results in our research was that people in the actual money and time donation behavior might be different if the
the SE condition (vs. SI) indicated a higher desire to volunteer, but not participants were asked to provide real contributions. However, pre-
in the form of monetary donations. To explain this discrepancy, we vious empirical studies have shown that when people indicated a higher
considered several possible explanations. As indicated in literature, intention for an action, they were more likely to perform the action vs.
when people are asked about money they become less helpful and more those who did not indicate any intention (Liu & Aaker, 2008). None-
distant with others (Vohs, Mead, & Goode, 2006). This is supported by theless, more studies are needed in a field setting to test the practical
the fact that money-ask questions are linked to suppressing the goals of effects of VR on money and time donation.
emotional well-being and happiness; instead, it triggers the economic However, in efforts to overcome the above limitations, we did ob-
utility goals. As indicated in literature, “thoughts of spending time for a tain data from a local non-profit organization (field data). This group
charity appear to activate an emotional mind-set, thereby making (not identified due to request) set up a kiosk in a public area in a large
salient the connection between personal happiness and charitable gi- metropolitan North American city during a one-week period (occupying
ving—and possibly infecting the desire to achieve meaning and hap- several hours each day). The group performed a one-factor design study
piness in life.” (Liu & Aaker, 2008, p. 552). Given that socially excluded (VR vs. Control) which included 45 potential donors. Twenty-four po-
individuals lack such social elements, donating in the form of time is tential donors were shown a VR video (related to their cause) prior to
more worthwhile to them than the benefits they may derive from a soliciting donations whereas 21 were solicited donations via verbal
monetary contribution. information about their cause. In the end, an independent t-test analysis
reveals that people who were exposed to the VR video donated a higher
7.1. Implications monetary amount (M = $3.09 (SD = 4.67)) than those who received
verbal information (MVR = $3.09 (SD = 4.67); Mcontrol = $1.15
Non-profit and charitable organizations often face a difficult chal- (SD = 1.50), t = 1.82, p = .08). However, given the uncertainty around
lenge in engaging potential donors and volunteers into social issues that how the data was collected and controlled, more research is needed to
they support. Traditionally, these organizations have used brochures, verify the results of the finding. Nonetheless, we believe that this pro-
commercials, emails, and text messages. Such methods assist potential vides a glimmer of promise; it is consistent and supports the central
volunteers and donors to create cognitive understanding of a current results of our research.
state of a social issue and its urgency. Related to this research, VR The third limitation of this research is concerned with the VR
provides an additional medium to promote and educate people about technology and its effects. Even though VR and its applications have
social responsibility by providing a simulated first-hand exposure to been enthusiastically studied since the 90s, this phenomenon is yet to
social issues around the world. be fully understood. This research concentrated on the prosocial ap-
From a practical perspective, the research findings can provide so- plication of VR. However, we acknowledge that this effect might be
cial marketers with a better understanding of VR's societal impact. Our related to the novelty of the technology. Thus, more research is needed
results highlight VR's potential application in educating people about to control for and rule out novelty effects. Specifically, future related
global issues and promoting social responsibility, while evoking em- studies should include novelty scale items as control variables for
pathy. While charitable and human rights organizations such as United analyses. Or, we suggest a longitudinal study that tracks the donation
Nations, Global Citizen and Amnesty International are already begin- behavior of individuals across multiple time points to see whether the
ning to explore the potential use of VR in a charitable-donation context, effects of VR sustain or wear off over time. Moreover, all of the studies
the findings outlined in this research provide in-depth insights into how used the state-of-the-art Oculus Rift VR technology. Given that there are
VR affects empathy, guilt, responsibility, and donation behavior of time other types of lower quality VR technology available in the marketplace
and money. (e.g., Samsung Gear, Google Cardboard), it is unclear whether the ef-
Also, this research explains that when it comes to social belonging, fects of VR and findings in this study will remain consistent for lower
VR can enhance prosocial behavior of those who are socially excluded. quality VR headsets.

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M. Kandaurova, S.H.M. Lee Journal of Business Research 100 (2019) 571–580

From a practical perspective, this research contributes to the lit- often operate under the narrative of the story that is presented within
erature on VR and its prosocial applications. For instance, according to the content (i.e., despite the increased level of telepresence, users do
Kim and Biocca (1997), the sense of presence, also known as tele- not have the flexibility of deviating from what is presented to them).
presence, which is achieved through media richness and user control, is Second, as with any other cinematic content generators, VR content
a key component in affecting consumer attitude (in this case, a donor's may also be susceptible to special editing (image filters, editing, special
view of the cause). It is worth noting, however, that it is not VR's sense effects) which may inadvertently misrepresent or misguide users.
of presence that changes consumer attitude, but rather its influential Related to our paper, we note that marketers must tightrope an ethical
capacity that enhances media characteristics that subsequently influ- boundary to ensure that they do not use the VR platform as a way to
ence consumer response (Klein, 2003). Klein (2003) also suggests that misinform or misguide users into extorting donations. Lastly, it is es-
telepresence reinforces consumers' beliefs and attitudes towards a sential to investigate the negative effects of the medium. For instance, it
product. Since direct content experience is considered to be the main is worth noting that VR can be used for propaganda and stimulating the
factor in educating consumers, VR with its immersive, 3D, 360-degree dystopian views of the reality. Ulrich (2015) was able to examine some
capacity, might simulate the life-like interaction with the environment propagandistic video games, such as “America's Army” and “Glorious
and provide increased bandwidth of information transfer. As our find- Mission” and their influence on the public. He states that such com-
ings show, the potential outcomes and benefits for non-profit/chari- parison allows us to predict how VR can be used in the future to pro-
table organizations are quite evident. mote violent behavior and indoctrination. Also, VR might have a ne-
On a cautionary note, marketers are advised to carefully consider gative effect towards money and time donation by presenting social
how they present their content within the VR platform. In that same issues at their face value, without any “filters” by “enlarging” the
vein, users (potential donors) should also be wary of the content that is magnitude of the issues due to immersion and presence. This poten-
presented to them by the content creators. While VR provides a form of tially might lead to withdrawal in social responsibility and prosocial
telepresence that allows users to virtually travel to another region, one behavior, as one might feel too insignificant to make a difference.
must not take the content presented to them at face-value. First, users

Appendix A. Virtual reality – oculus rift demonstration

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