Anna-Leena Macey, Simo Järvelä, Daniel Fernández Galeote, Juho Hamari
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引用次数: 0
Abstract
Social performance situations often constitute one of the most challenging communication tasks across different cultures. In today's work environments, giving presentations and performing in front of others are often essential and expected. Therefore, public speaking anxiety can have a serious impact on an individual's job performance, career choice, and prospects. Contemporary consumer virtual reality hardware has made it possible to practice public speaking anywhere in a safe and private virtual reality environment (VRE). As VREs offer the means to practice real-life scenarios, they also make it possible to go beyond what is "real"; to replace simulations with more dynamic and innovative training environments. Furthermore, with occupational life undergoing a significant shift toward technology-mediated working conditions, innovative tools and methods could also be used during virtually implemented real-time social interactions. This research aimed to study the ways in which an illusion of height, that is, perceived tallness versus perceived shortness, without any visible virtual body or representation, influences state speech anxiety and emotional responses of participants during simulation of a stressful speech task. The experiment followed a strictly controlled between-subject procedure, and both self-reported and psychophysiological data were collected. Results indicate that participants perceiving the illusion of tallness felt less anxious and had lower self-reported arousal compared with participants with the illusion of shortness. This implies that even simple, visual, first-person perspective manipulation of the VRE could help individuals to reduce their stress responses during a task-oriented situation.
期刊介绍:
Cyberpsychology, Behavior, and Social Networking is a leading peer-reviewed journal that is recognized for its authoritative research on the social, behavioral, and psychological impacts of contemporary social networking practices. The journal covers a wide range of platforms, including Twitter, Facebook, internet gaming, and e-commerce, and examines how these digital environments shape human interaction and societal norms.
For over two decades, this journal has been a pioneering voice in the exploration of social networking and virtual reality, establishing itself as an indispensable resource for professionals and academics in the field. It is particularly celebrated for its swift dissemination of findings through rapid communication articles, alongside comprehensive, in-depth studies that delve into the multifaceted effects of interactive technologies on both individual behavior and broader societal trends.
The journal's scope encompasses the full spectrum of impacts—highlighting not only the potential benefits but also the challenges that arise as a result of these technologies. By providing a platform for rigorous research and critical discussions, it fosters a deeper understanding of the complex interplay between technology and human behavior.