Experimenter bias: exploring the interaction between participant’s and investigator’s gender/sex in VR

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Arthur Maneuvrier
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Abstract

This study explores the effect of the experimenter’s gender/sex and its interaction with the participant’s gender/sex as potential contributors to the replicability crisis, particularly in the man-gendered domain of VR. 75 young men and women from Western France were randomly evaluated by either a man or a woman during a 13-min immersion in a first-person shooter game. Self-administered questionnaires were used to measure variables commonly assessed during VR experiments (sense of presence, cybersickness, video game experience, flow). MANOVAs, ANOVAs and post-hoc comparisons were used. Results indicate that men and women differ in their reports of cybersickness and video game experience when rated by men, whereas they report similar measures when rated by women. These findings are interpreted as consequences of the psychosocial stress triggered by the interaction between the two genders/sexes, as well as the gender conformity effect induced, particularly in women, by the presence of a man in a masculine domain. Corroborating this interpretation, the subjective measure of flow, which is not linked to video games and/or computers, does not seem to be affected by this experimental effect. Methodological precautions are highlighted, notably the brief systematic description of the experimenter, and future exploratory and confirmatory studies are outlined.

Graphical abstract

Abstract Image

实验者偏差:探索虚拟现实技术中参与者与研究者性别之间的相互作用
本研究探讨了实验者的性别及其与被试者的性别之间的相互作用对可复制性危机的潜在影响,尤其是在男性主导的 VR 领域。来自法国西部的 75 名男女青年在 13 分钟的第一人称射击游戏中随机接受了一名男性或一名女性的评估。自填式问卷用于测量 VR 实验中常见的评估变量(临场感、网络晕眩、视频游戏体验、流动性)。使用了 MANOVA、ANOVA 和事后比较。结果表明,在由男性评定时,男性和女性在晕机感和视频游戏体验方面的报告有所不同,而在由女性评定时,他们的报告则相似。这些结果被解释为两性/性别间的互动所引发的社会心理压力,以及男性在男性领域的存在所引起的性别顺应效应,尤其是对女性的影响。与这一解释相印证的是,与电子游戏和/或电脑无关的 "流 "的主观测量似乎不受这种实验效应的影响。本文强调了实验方法上的注意事项,特别是对实验者的简要系统描述,并概述了未来的探索性和确认性研究。
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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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