Aggression in an Immersive Virtual Environment: Behavioral Strategies of Adolescents and the Bystander Effect

IF 0.3 Q4 PSYCHOLOGY, MULTIDISCIPLINARY
G.U. Soldatova, S. Chigarkova, E. Nikonova, Dmitriy A. Vinitskij, Artem E. Popkov
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Abstract

The spread of virtual reality technologies raises the question of the formation of new practices of digital sociality, including encountering destructive communication. The article is devoted to an experimental study of the behavioral reactions of adolescents acting as bystanders of cyberaggression situation in an immersive virtual environment, including depending on the differences in the expression of social responsibility and moral attitudes. Adolescents (N=50) were asked to complete a task to search for an object in the VRChat virtual environment, in which they faced a real-time cyberaggression situation. The participants of the experiment were divided into control and experimental groups, the members of the latter were additionally instructed to observe and maintain the rules of communication in the virtual environment. Two types of behavior were identified: “passive bystanders” (58%), who chose an avoidance strategy or engaged in communication only to solve the task and “active defenders” (42%), who were divided into aggressive and non-aggressive. It is shown that the choice of behavioral strategies aimed at helping the “victim” in a cyberaggression situation in virtual space is determined to a greater extent by such personal characteristics as the severity of social responsibility and the level of moral development, which make more important contribution to the regulation of social behavior, than by the instruction received “at the entrance to the situation” on the need to comply with the rules of positive culture communication. The social responsibility as a personal characteristic, as opposed to the phenomenon of diffusion of responsibility, revealed within the framework of the bystander effect, turns out to be more characteristic of the defenders of the “victim” and their prosocial role compared to passive observers.
沉浸式虚拟环境中的攻击行为:青少年行为策略与旁观者效应
虚拟现实技术的传播提出了数字社会新实践形成的问题,包括遇到破坏性的沟通。本文对沉浸式虚拟环境中青少年作为网络攻击情境的旁观者的行为反应进行了实验研究,包括社会责任和道德态度表达的差异。青少年(N=50)被要求在VRChat虚拟环境中完成一个搜索对象的任务,他们面临着一个实时的网络攻击情境。实验的参与者被分为控制组和实验组,实验组的成员还被要求遵守和维护虚拟环境中的交流规则。研究确定了两种类型的行为:“被动旁观者”(58%),他们选择回避策略或只为了解决任务而进行沟通;“积极捍卫者”(42%),他们分为攻击性和非攻击性。结果表明,行为策略的选择旨在帮助也没有“受害者”网络侵犯的情况在虚拟空间更大程度上是由个人特征如社会责任的严重程度和道德发展的水平,而更重要的贡献社会行为的规定,比收到的指令“门口情况”需要遵守的规则积极的文化交流。与责任扩散现象相反,在旁观者效应的框架下,社会责任作为一种个人特征,与被动观察者相比,更具有“受害者”及其亲社会角色的捍卫者的特征。
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
CiteScore
0.60
自引率
50.00%
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0
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