A Change of Scenery: Transformative Insights from Retrospective VR Embodied Perspective-Taking of Conflict With a Close Other
Seraphina Yong, Leo Cui, Evan Suma Rosenberg, Svetlana Yarosh
TL;DR
This paper addresses the difficulty of resolving conflict in close relationships by introducing RETROSPECTIVE Embodied Perspective-Taking (REPT), a VR-based method that lets a user inhabit their partner's perspective during a past conversation. In a mixed-methods, between-subjects study with 26 romantic dyads, REPT outperformed traditional video-based reflection (TAU) in promoting moment-to-moment, subjective reflections and yielding transformative insights, along with notable improvements in several communication-related dimensions as measured by IDCS. Although empathic accuracy did not significantly differ, REPT effectively reduced negative affect and conflict indicators while boosting positive communication and support, suggesting that embodied experience can alter attribution patterns and foster cognitive empathy in familiar relationships. The findings contribute to an emerging design space for embodied social cognition, proposing that embodied experiences can serve as a durable interaction context for social reflection and conflict resolution with close others, with implications for future VR design and therapy tools.
Abstract
Close relationships are irreplaceable social resources, yet prone to high-risk conflict. Building on findings from the fields of HCI, virtual reality, and behavioral therapy, we evaluate the unexplored potential of retrospective VR-embodied perspective-taking to fundamentally influence conflict resolution in close others. We develop a biographically-accurate Retrospective Embodied Perspective-Taking system (REPT) and conduct a mixed-methods evaluation of its influence on close others' reflection and communication, compared to video-based reflection methods currently used in therapy (treatment as usual, or TAU). Our key findings provide evidence that REPT was able to significantly improve communication skills and positive sentiment of both partners during conflict, over TAU. The qualitative data also indicated that REPT surpassed basic perspective-taking by exclusively stimulating users to embody and reflect on both their own and their partner's experiences at the same level. In light of these findings, we provide implications and an agenda for social embodiment in HCI design: conceptualizing the use of `embodied social cognition,' and envisioning socially-embodied experiences as an interactive context.
