为亲环境结果设计有效的VR体验:通过掌握解决方案来增强自我效能感

IF 5.8 Q1 PSYCHOLOGY, EXPERIMENTAL
Hande Sungur , Zeph M.C. van Berlo , Hana Hegyiová , Tilo Hartmann
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引用次数: 0

摘要

本研究的目的是研究如何利用虚拟现实(VR)中的精通体验来促进亲环境行为。具体而言,我们探讨了在VR体验中制定推荐的可持续行为并立即观察其效果是否可以增强用户的环境自我效能感,从而导致更强的减少塑料消费的行为意愿,以及实际塑料消费行为的减少。在一项预注册的混合设计实验室实验中(N = 121),我们将参与者获得的VR体验类型(掌握体验在场vs缺席)作为受试者之间的因素,并将测量时间(体验后立即vs一周后)作为受试者内部的因素。在这两种情况下,参与者都沉浸在关于塑料污染问题的VR体验中,但只有在实验条件下,参与者还掌握了解决问题的建议行动,并立即目睹了这些行动的结果。结果表明,当用户通过执行并接收实时反馈来了解推荐的行动时,他们的自我效能(作为中介测量)和减少塑料消耗的行为意图都有所增加。这些影响在接触虚拟现实体验后立即观察到,也在参与一周后观察到。值得注意的是,结果还显示,无论情况如何,所有接触VR体验的参与者的塑料消耗量都有所下降。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Designing effective VR experiences for pro-environmental outcomes: Enhancing self-efficacy through mastering solutions
The aim of this study was to examine how mastery experiences in virtual reality (VR) can be used to promote pro-environmental behaviors. Specifically, we explored whether enacting recommended sustainable behaviors and immediately observing their effects in a VR experience can enhance users’ environmental self-efficacy, and consequently lead to stronger behavioral intentions to reduce plastic consumption, as well as reduction in actual plastic consumption behavior. In a preregistered mixed-design laboratory experiment (N = 121), we manipulated the type of VR experience the participants received (mastery experience present vs. absent) as between-subjects factor and included measurement time (immediately after the experience vs. one week later) as a within-subjects factor. In both conditions, participants engaged with an immersive VR experience about the plastic pollution problem, however, only in the experimental condition, participants also mastered the recommended actions for solving the problem and immediately witnessed the outcomes of these actions. The results showed that when users learned about recommended actions by performing them and receiving real time feedback, their self-efficacy—measured as a mediator—and behavioral intentions to reduce plastic consumption were increased. These effects were observed both immediately after exposure to the VR experience and a week after participation. Notably, results also showed an overall decrease in plastic consumption for all participants exposed to the VR experience, regardless of the condition.
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CiteScore
7.80
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