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Plastic pollution in desert ecosystems is perceptually remote from daily life, making causal understanding difficult. This study presents CamelVR, a virtual reality serious game organised from a camel's first-person perspective, integrating perceptual constraints, delayed consequences, and traceable feedback. A between-subjects experiment with 72 participants compared Immersive Interaction (IM), Basic Interaction (BM), and Video Documentary (VD), assessing immediate post-experience knowledge performance, presence, empathy, and pro-environmental behavioural intention, supplemented by semi-structured interviews. Both interactive VR conditions showed significantly higher scores than passive viewing across all four outcomes (all p < 0.001; ε² = 0.590–0.683). No significant differences were found between IM and BM. Positive within-condition empathy–intention correlations were observed across all three conditions (ρ = 0.682–0.850). These findings suggest that interactive VR conditions were associated with stronger immediate cognitive and affective outcomes than passive viewing, while the combined IM-specific features did not yield measurable incremental benefits over BM.
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Feng et al. (2026) studied this question.
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