Avatar Design for Bullying Prevention in the Metaverse: Avatar Appearances and the Presumption of Bullying

Teru Kawakita, H. Kanai
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Abstract

Nowadays, people operate avatars in the metaverse to engage in social activity. While technology is making human society better, the bullying and harassment that occurs on the internet are still unresolved. Bullying is caused by a variety of influences, including psychological and environmental factors. Previous research has shown that the appearance of bullying victims is a cause of bullying. In the future, the appearance of the avatar could cause others to act aggressively. To prevent bullying in the metaverse, we create strong-impression and weak-impression avatars and investigate their association with the presumption of bullying. In this study, the presumption of bullying means that the participants answer whether an avatar is a victim or a perpetrator of bullying. The research method is described below.Participants: The participants were Forty-five graduate students (M = 24.49, SD = 4.48, Forty males, Four females, and one other).Avatars: Four avatars with a weak impression (e.g., fat/introverted) and Four avatars with a strong impression (e.g., good figure/extroverted) were created by VRoid Studio. We will describe the avatar images used in the experiment in the AHFE paper. Materials and procedure: Numerical Rating Scale (NRS) from 1 to 10 (10-point scale) was used as the evaluation method. The survey items are as follows. (1) The impression of avatars (weak impression to strong impression). (2) The attractiveness of avatars (unattractive to attractive). (3) The presumption of bullying (I think this avatar is: victim to perpetrator). Participants were asked to respond to each avatar and survey items using Google Forms. This study was approved by the Japan Advanced Institute of Science and Technology's life science committee.Results: We hypothesized that the impression of avatars and the attractiveness of avatars were related to the presumption of bullying. Then, A multilevel analysis was performed. The model is as follows. [bullying~1+ impression+ attractiveness+ (1|avatars)]. Singular fit results were obtained when participants were included in random effects. Therefore, there would be little difference between participants. R² = .52. The fixed effect omnibus tests are: The impression of avatars (p <. 001), The attractiveness of avatars (p = .575). The results have shown that the impression of avatars has a significant effect on the presumption of bullying.Discussion: The results of this study have shown that the avatars perceived as weak by the participants tend to be presumed the victim of bullying. It shows that people have the physical stereotype of the victim about avatars. Stereotypes do not cause bullying immediately. However, people in the metaverse should avoid using a weak impression avatar to protect themselves from potential harm. The multilevel analysis has shown that the attractiveness of avatars had no significant effect on the presumption of bullying. Participants who are attracted to a particular avatar may have psychological resistance to identifying that avatar as a victim or perpetrator. This study shows that designers should be careful not to subconsciously build the weak impressions into avatars.
虚拟世界中防止欺凌的化身设计:化身的出现与欺凌的假设
如今,人们在虚拟世界中操作虚拟形象从事社交活动。虽然科技让人类社会变得更好,但互联网上的欺凌和骚扰问题仍然没有得到解决。欺凌是由多种因素造成的,包括心理和环境因素。先前的研究表明,欺凌受害者的外表是欺凌的一个原因。在未来,化身的出现可能会导致其他人采取攻击性行为。为了防止虚拟世界中的欺凌行为,我们创建了强印象和弱印象虚拟形象,并调查了它们与欺凌推定的关联。在本研究中,欺凌的假设意味着参与者回答一个化身是欺凌的受害者还是肇事者。研究方法如下。参与者:45名研究生(M = 24.49, SD = 4.48,男40名,女4名,女1名)。avatar:由VRoid Studio制作了4个印象较弱的avatar(如肥胖/内向)和4个印象较强的avatar(如身材好/外向)。我们将在AHFE论文中描述实验中使用的头像图像。材料和程序:采用数值评定量表(NRS),从1到10(10分制)作为评价方法。调查项目如下:(1)对化身的印象(弱印象到强印象)。(2)虚拟角色的吸引力(从不吸引到吸引)。(3)欺凌推定(我认为这个化身是:受害者对加害者)。参与者被要求使用谷歌表格对每个头像和调查项目做出回应。这项研究得到了日本科学技术院生命科学委员会的批准。结果:我们假设虚拟形象的印象和虚拟形象的吸引力与欺凌的推定有关。然后,进行多水平分析。模型如下:[霸凌~1+印象+吸引力+(1|头像)]。当参与者被纳入随机效应时,得到奇异拟合结果。因此,参与者之间的差异很小。R²=。52。固定效应综合检验为:人物形象的印象(p <。001),头像的吸引力(p = .575)。结果表明,虚拟形象的印象对欺凌推定有显著影响。讨论:本研究的结果表明,被参与者认为软弱的虚拟形象往往被认为是欺凌的受害者。这表明人们对虚拟形象的受害者有刻板印象。刻板印象不会立即导致欺凌。然而,人们在虚拟世界应该避免使用一个弱印象的化身,以保护自己免受潜在的伤害。多层次分析表明,虚拟形象的吸引力对欺凌推定没有显著影响。被特定虚拟形象吸引的参与者可能会在心理上抗拒将该虚拟形象识别为受害者或犯罪者。这项研究表明,设计师应该注意不要下意识地将这些薄弱的印象构建到虚拟形象中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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