Mitigating Negative Effects of Immersive Virtual Avatars on Racial Bias

Divine Maloney
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引用次数: 10

Abstract

Immersive virtual avatars can powerfully affect a user's behavior. Some changes in behavior can be positive, although some can be negative and unknown to the user. A hypothesis could be made that embodying an immersive virtual avatar could negatively effect a user's implicit bias, this would be a serious cause for concern with regard to the recent emergence of consumer virtual reality games. Here, I describe a pilot study exploring the area of immersive virtual avatars and their effects on a user's implicit associations. In this study n=26 where white males were either a white or black avatar, and then proceeded to shoot at human-shaped cutouts in a simulated shooting game. A significant difference was observed between two conditions, however in the opposite direction that was hypothesized; participants who embodied the white avatar recorded a lower implicit bias.
减轻沉浸式虚拟化身对种族偏见的负面影响
身临其境的虚拟化身可以有力地影响用户的行为。行为上的一些变化可能是积极的,尽管有些可能是消极的,对用户来说是未知的。我们可以假设沉浸式虚拟角色可能会对用户的内隐偏见产生负面影响,这是最近出现的消费者虚拟现实游戏的一个严重问题。在这里,我描述了一项探索沉浸式虚拟化身领域及其对用户隐性联想的影响的试点研究。在这项n=26的研究中,白人男性分别扮演白人或黑人角色,然后在模拟射击游戏中向人形物体射击。在两种情况下观察到显著差异,但方向与假设相反;具有白人头像的参与者记录了较低的内隐偏见。
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