虚拟现实中的无家可归者:体验社会排斥会改善对无家可归者的态度和行为。

IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL
Marco Marinucci, Paolo Riva
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引用次数: 0

摘要

虚拟现实(VR)干预措施越来越受到旨在促进和谐群体间关系的研究的关注。尽管如此,关于虚拟现实方法的有效性以及促进群体间关系的内在机制的研究结果却不尽相同。目前的研究考察了一个 360° 的沉浸式视频是否能通过让参与者体验社会排斥及其心理影响来改善对无家可归者的态度和行为意向。该研究(N = 210)采用了 2 × 2 的主体间设计,参与者被分配为化身为无房者或有房者,通过 VR(使用头戴式设备观看 3D 视频)或 2D(在显示器上观看)观看视频。研究包括 9 天后的跟踪。结果显示,模拟无住房者(与有住房者对照)会增加社会排斥、需求威胁和负面情绪的体验。反过来,这些体验又与对无家可归者的消极态度的减少和参与慈善行为的意愿增强相关联。值得注意的是,这些体验对态度和行为意向的影响在后续调查中依然存在,与二维体验相比,三维体验对无家可归者的影响更大。研究结果表明,定制 VR 视频干预措施,通过体现边缘化社会群体的视角来引起社会排斥,可以随着时间的推移增强群体间的态度和意愿。总之,这项研究强调,与浸入式范例相比,基于 VR 的干预措施在改善群体间和谐方面具有显著作用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Homelessness in Virtual Reality: Experiencing Social Exclusion Improves Attitudes and Behaviors Toward Unhoused People.

Virtual reality (VR) interventions are receiving increasing attention from research seeking to promote harmonious intergroup relations. Despite this, the effectiveness of VR methods and the underlying mechanisms for enhancing intergroup relations yield mixed findings. The current research examined if a 360° immersive video where participants embodied an unhoused person could improve attitudes and behavioral intentions toward unhoused people by making participants experience social exclusion and its psychological repercussions. The study (N = 210) adopted a 2 × 2 between-subject design where participants were assigned to embody an unhoused or housed person either watching the video in VR (in 3D using head-mounted devices) or in 2D (on a monitor). The study included a followup after 9 days. Results revealed that embodying the unhoused person (vs. housed control) led to increased experiences of social exclusion, need-threat, and negative emotions. These experiences, in turn, were associated with reduced negative attitudes toward unhoused individuals and heightened intentions to engage in charitable behaviors. Notably, the effects on attitudes and behavioral intentions persisted at the followup, with a stronger impact observed for participants who embodied the unhoused person in 3D compared to 2D. The findings suggest that tailoring VR video interventions to elicit social exclusion by embodying the perspective of marginalized social groups can enhance intergroup attitudes and intentions over time. Overall, this research underscores the prominence of VR-based interventions in improving intergroup harmony compared to less-immersive paradigms.

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来源期刊
CiteScore
9.60
自引率
3.00%
发文量
123
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.
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