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Homelessness in Virtual Reality: Experiencing Social Exclusion Improves Attitudes and Behaviors Toward Unhoused People.
Cyberpsychology, Behavior, and Social Networking ( IF 4.2 ) Pub Date : 2024-11-08 , DOI: 10.1089/cyber.2024.0027 Marco Marinucci,Paolo Riva
Cyberpsychology, Behavior, and Social Networking ( IF 4.2 ) Pub Date : 2024-11-08 , DOI: 10.1089/cyber.2024.0027 Marco Marinucci,Paolo Riva
Virtual reality (VR) interventions are receiving increasing attention from research seeking to promote harmonious intergroup relations. Despite this, the effectiveness of VR methods and the underlying mechanisms for enhancing intergroup relations yield mixed findings. The current research examined if a 360° immersive video where participants embodied an unhoused person could improve attitudes and behavioral intentions toward unhoused people by making participants experience social exclusion and its psychological repercussions. The study (N = 210) adopted a 2 × 2 between-subject design where participants were assigned to embody an unhoused or housed person either watching the video in VR (in 3D using head-mounted devices) or in 2D (on a monitor). The study included a followup after 9 days. Results revealed that embodying the unhoused person (vs. housed control) led to increased experiences of social exclusion, need-threat, and negative emotions. These experiences, in turn, were associated with reduced negative attitudes toward unhoused individuals and heightened intentions to engage in charitable behaviors. Notably, the effects on attitudes and behavioral intentions persisted at the followup, with a stronger impact observed for participants who embodied the unhoused person in 3D compared to 2D. The findings suggest that tailoring VR video interventions to elicit social exclusion by embodying the perspective of marginalized social groups can enhance intergroup attitudes and intentions over time. Overall, this research underscores the prominence of VR-based interventions in improving intergroup harmony compared to less-immersive paradigms.
中文翻译:
虚拟现实中的无家可归者:经历社会排斥会改善对无家可归者的态度和行为。
虚拟现实 (VR) 干预越来越受到寻求促进和谐群体间关系的研究的关注。尽管如此,VR 方法的有效性和增强群体间关系的潜在机制产生了喜忧参半的结果。目前的研究检查了参与者体现无家可归者的 360° 沉浸式视频是否可以通过让参与者体验社会排斥及其心理影响来改善对无家可归者的态度和行为意图。该研究 (N = 210) 采用了 2 × 2 的受试者间设计,其中参与者被分配扮演无家可归或无家可归的人在 VR(使用头戴式设备进行 3D)或 2D(在显示器上)观看视频。该研究包括 9 天后的随访。结果显示,体现无家可归者(与有家可归的对照相比)导致社会排斥、需求威胁和负面情绪的经历增加。反过来,这些经历与对无家可归者的负面态度减少和参与慈善行为的意愿增强有关。值得注意的是,对态度和行为意图的影响在随访中持续存在,与 2D 相比,在 3D 中体现无家可归者的参与者观察到的影响更大。研究结果表明,通过体现边缘化社会群体的观点来定制 VR 视频干预以引发社会排斥,可以随着时间的推移增强群体间的态度和意图。总体而言,这项研究强调了与不太沉浸的范式相比,基于 VR 的干预在改善群体间和谐方面的重要性。
更新日期:2024-11-08
中文翻译:
虚拟现实中的无家可归者:经历社会排斥会改善对无家可归者的态度和行为。
虚拟现实 (VR) 干预越来越受到寻求促进和谐群体间关系的研究的关注。尽管如此,VR 方法的有效性和增强群体间关系的潜在机制产生了喜忧参半的结果。目前的研究检查了参与者体现无家可归者的 360° 沉浸式视频是否可以通过让参与者体验社会排斥及其心理影响来改善对无家可归者的态度和行为意图。该研究 (N = 210) 采用了 2 × 2 的受试者间设计,其中参与者被分配扮演无家可归或无家可归的人在 VR(使用头戴式设备进行 3D)或 2D(在显示器上)观看视频。该研究包括 9 天后的随访。结果显示,体现无家可归者(与有家可归的对照相比)导致社会排斥、需求威胁和负面情绪的经历增加。反过来,这些经历与对无家可归者的负面态度减少和参与慈善行为的意愿增强有关。值得注意的是,对态度和行为意图的影响在随访中持续存在,与 2D 相比,在 3D 中体现无家可归者的参与者观察到的影响更大。研究结果表明,通过体现边缘化社会群体的观点来定制 VR 视频干预以引发社会排斥,可以随着时间的推移增强群体间的态度和意图。总体而言,这项研究强调了与不太沉浸的范式相比,基于 VR 的干预在改善群体间和谐方面的重要性。