The Illusion of Control in a Virtual Reality Setting

Q3 Social Sciences
Christin N. Hobbs, D. Kreiner, Matthew W. Honeycutt, Ryan M. Hinds, C. Brockman
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引用次数: 5

Abstract

The purpose of the present research is to investigate the possibility that individuals could experience an illusion of control related to their actions in virtual reality. In one sense, all actions in a virtual reality environment are illusory; that is what makes it a virtual environment. The utility of virtual reality environments depends on the degree to which individuals believe that they are in control. We believe that investigating perception of control in a virtual reality environment could increase our understanding of how such simulations work. Further, we believe that this investigation will add to the literature on the situations in which the illusion of control has been shown to occur. Illusion of Control The illusion that we can control events over which we do not have control has been the topic of a great deal of research over the last four decades. In a seminal paper, Langer (1975) demonstrated that participants were willing to bet greater amounts on the outcome of a card game when they believed their opponent, a confederate, to be less competent. The outcome of the card game was purely a chance event, yet participants believed they had some control over who won. Langer reported other experiments indicating that the ability to choose options, active involvement in the game, and practice all affected participants' expectations of success. A meta-analysis conducted two decades later indicated a consistent and moderately strong illusion of control effect across 53 studies (Presson & Benassi, 1996). The authors argued that the effect should be called an illusion of judgment, as most of the research had involved indirect measurements such as the size of a wager that participants were willing to make on a game. Presson and Benassi argued that a direct measure of the degree to which participants felt they controlled an event was necessary to label the effect an illusion of control. What causes the feeling of control? The feeling of causing an action is characterized by three factors: priority - the thought occurred before the action; consistency - the thought is consistent with the action; and exclusivity - no other potential causes are present (Wegner & Wheatley, 1999). In other words, an individual will experience the perception of control over an action if the individual thinks about carrying out an action prior to the action occurring, the thought-about action is consistent with the action that actually occurs, and there are no other apparent reasons why that action occurred. In one study on the feeling of control, a participant and confederate jointly moved a computer mouse in a situation similar to using a Ouija board. When participants heard a word corresponding to one of the items displayed on the computer screen shortly before the confederate stopped the mouse, the participants appeared to believe that they had played a role in stopping the mouse (Wegner & Wheatley, 1999). Numerous other examples of illusion of control have been demonstrated in the literature. Participants who placed pins in a voodoo doll representing a confederate believed they had caused that person to experience a headache, particularly when the confederate acted offensively and the participant reporting having evil thoughts about the person (Pronin, Wegner, McCarthy & Rodriguez, 2006). In another study, participants believed that their positive visualizations could affect how well another person shot a basketball. In a correlational study, individuals who reported more thoughts about a football game also felt more responsible for the outcome of the game. This was true whether or not the observer's team won (Pronin, Wegner, McCarthy & Rodriguez, 2006). In a study on internet users, participants attempted to control flashes on a computer screen (Matute, Vadillo, Vegas, & Blanco 2007). The participants experienced an illusion of control even though they were warned that the task might be uncontrollable. …
虚拟现实环境中的控制幻觉
本研究的目的是调查个人在虚拟现实中可能体验到与他们的行为相关的控制幻觉的可能性。从某种意义上说,虚拟现实环境中的所有行为都是虚幻的;这就是它成为虚拟环境的原因。虚拟现实环境的效用取决于个人相信自己在控制的程度。我们相信,在虚拟现实环境中研究控制的感知可以增加我们对这种模拟如何工作的理解。此外,我们相信,这项调查将增加关于控制错觉发生的情况的文献。在过去的四十年里,我们可以控制我们无法控制的事件的错觉一直是大量研究的主题。在一篇开创性的论文中,Langer(1975)证明,当参与者认为他们的对手(同伙)能力较差时,他们愿意在纸牌游戏的结果上下注更多。纸牌游戏的结果纯粹是一个偶然事件,但参与者认为他们可以控制谁赢。兰格报告的其他实验表明,选择选项的能力、积极参与游戏和练习都会影响参与者对成功的期望。二十年后进行的荟萃分析表明,在53项研究中存在一致且中等强度的控制效应错觉(Presson & Benassi, 1996)。作者认为,这种效应应该被称为判断错觉,因为大多数研究都涉及间接测量,如参与者愿意在游戏中下注的大小。Presson和Benassi认为,有必要对参与者感觉自己控制事件的程度进行直接测量,从而将这种效应称为控制幻觉。是什么导致了控制感?引起行动的感觉有三个特点:优先级——思想先于行动;一致性——思想与行动是一致的;排他性——不存在其他潜在原因(Wegner & Wheatley, 1999)。换句话说,如果一个人在行动发生之前想过要执行一项行动,那么他就会体验到对行动的控制,而这个思考过的行动与实际发生的行动是一致的,并且没有其他明显的原因可以解释为什么这个行动会发生。在一项关于控制感的研究中,一名参与者和搭档在类似于玩占卜板的情况下共同移动电脑鼠标。当参与者听到一个与电脑屏幕上显示的一个项目相对应的单词时,在实验者停止鼠标之前,参与者似乎相信他们在阻止鼠标的过程中发挥了作用(Wegner & Wheatley, 1999)。许多其他的控制错觉的例子已经在文献中被证明。将大头针插在代表同盟者的巫毒娃娃上的参与者认为他们让那个人感到头痛,特别是当同盟者表现出攻击性,而参与者报告对那个人有邪恶的想法时(Pronin, Wegner, McCarthy & Rodriguez, 2006)。在另一项研究中,参与者相信他们积极的想象会影响另一个人投篮的好坏。在一项相关研究中,那些对足球比赛有更多想法的人也会对比赛的结果更负责。无论观察者的团队是否获胜,这都是正确的(Pronin, Wegner, McCarthy & Rodriguez, 2006)。在一项关于互联网用户的研究中,参与者试图控制电脑屏幕上的闪烁(Matute, Vadillo, Vegas, & Blanco 2007)。参与者体验到了一种控制的错觉,即使他们被警告这个任务可能是无法控制的。…
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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来源期刊
North American Journal of Psychology
North American Journal of Psychology Social Sciences-Sociology and Political Science
CiteScore
0.70
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0.00%
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