{"title":"虚拟现实中的行动者-观察者不对称","authors":"Shuo Zhou, A. S. Won","doi":"10.1027/1864-1105/a000380","DOIUrl":null,"url":null,"abstract":"Abstract: Actors and observers attend to different aspects of behavior, leading them to interpret the same event in distinct ways. Virtual reality technology enables users to easily switch their visual perspective and modify an avatar to represent users’ own or another’s identity. We conducted a pilot study ( n = 69) and a pre-registered main study ( n = 101) manipulating visual perspective and avatar identity to investigate their impacts on actor–observer asymmetry. We designed a ball-tossing game in an immersive virtual environment as a test case. Actor–observer differences were captured from four dimensions: participants’ engagement with the virtual event, behavior explanations, behavior evaluations, and perceived agency. Results showed that visual perspective was an important factor influencing people’s virtual experience. Viewing events from the first-person visual perspective increased event engagement indicated by greater self-presence in the virtual world and self-avatar merging. Participants with the third-person visual perspective judged avatar behavior more intentional and used more subjective reasons to explain it. People embodied in an avatar that resembled the self had more positive evaluations of the avatar’s behavior than those embodied in a stranger avatar. We discuss the theoretical and practical implications of actor–observer asymmetry in virtual reality.","PeriodicalId":46730,"journal":{"name":"Journal of Media Psychology-Theories Methods and Applications","volume":null,"pages":null},"PeriodicalIF":1.7000,"publicationDate":"2023-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Actor–Observer Asymmetry in Virtual Reality\",\"authors\":\"Shuo Zhou, A. S. Won\",\"doi\":\"10.1027/1864-1105/a000380\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Abstract: Actors and observers attend to different aspects of behavior, leading them to interpret the same event in distinct ways. Virtual reality technology enables users to easily switch their visual perspective and modify an avatar to represent users’ own or another’s identity. We conducted a pilot study ( n = 69) and a pre-registered main study ( n = 101) manipulating visual perspective and avatar identity to investigate their impacts on actor–observer asymmetry. We designed a ball-tossing game in an immersive virtual environment as a test case. Actor–observer differences were captured from four dimensions: participants’ engagement with the virtual event, behavior explanations, behavior evaluations, and perceived agency. Results showed that visual perspective was an important factor influencing people’s virtual experience. Viewing events from the first-person visual perspective increased event engagement indicated by greater self-presence in the virtual world and self-avatar merging. Participants with the third-person visual perspective judged avatar behavior more intentional and used more subjective reasons to explain it. People embodied in an avatar that resembled the self had more positive evaluations of the avatar’s behavior than those embodied in a stranger avatar. We discuss the theoretical and practical implications of actor–observer asymmetry in virtual reality.\",\"PeriodicalId\":46730,\"journal\":{\"name\":\"Journal of Media Psychology-Theories Methods and Applications\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":1.7000,\"publicationDate\":\"2023-05-02\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Media Psychology-Theories Methods and Applications\",\"FirstCategoryId\":\"102\",\"ListUrlMain\":\"https://doi.org/10.1027/1864-1105/a000380\",\"RegionNum\":4,\"RegionCategory\":\"心理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"COMMUNICATION\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Media Psychology-Theories Methods and Applications","FirstCategoryId":"102","ListUrlMain":"https://doi.org/10.1027/1864-1105/a000380","RegionNum":4,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMMUNICATION","Score":null,"Total":0}
Abstract: Actors and observers attend to different aspects of behavior, leading them to interpret the same event in distinct ways. Virtual reality technology enables users to easily switch their visual perspective and modify an avatar to represent users’ own or another’s identity. We conducted a pilot study ( n = 69) and a pre-registered main study ( n = 101) manipulating visual perspective and avatar identity to investigate their impacts on actor–observer asymmetry. We designed a ball-tossing game in an immersive virtual environment as a test case. Actor–observer differences were captured from four dimensions: participants’ engagement with the virtual event, behavior explanations, behavior evaluations, and perceived agency. Results showed that visual perspective was an important factor influencing people’s virtual experience. Viewing events from the first-person visual perspective increased event engagement indicated by greater self-presence in the virtual world and self-avatar merging. Participants with the third-person visual perspective judged avatar behavior more intentional and used more subjective reasons to explain it. People embodied in an avatar that resembled the self had more positive evaluations of the avatar’s behavior than those embodied in a stranger avatar. We discuss the theoretical and practical implications of actor–observer asymmetry in virtual reality.
期刊介绍:
Journal of Media Psychology (JMP) is committed to publishing original, high-quality papers which cover the broad range of media psychological research. This peer-reviewed journal focuses on how human beings select, use, and experience various media as well as how media (use) can affect their cognitions, emotions, and behaviors. Submissions must substantially advance the current state-of the art on a theoretical and/or an empirical level. To name just a few typical fields and domains of inquiry, the Journal of Media Psychology considers manuscripts dealing with research on entertainment, computer-mediated communication (including social media), human-computer interaction, e-learning, computer and video games, virtual environments, or advertising. The journal is also open to research from neighboring disciplines as far as this work ties in with psychological concepts of the uses and effects of the media. Submissions of comparative work, e.g., crossmedia, cross-gender, or cross-cultural, are encouraged. Moreover, submissions including alternative analysis procedures such as the Bayesian approach are welcome. Starting in 2015, the pre-registration of research plans will also be possible. To ensure short turn-around cycles for manuscript review and fast publication, the Journal of Media Psychology relies heavily upon electronic communication and information exchange, starting from electronic submission and continuing throughout the entire review and production process.