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Social Psychology
Immersive virtual environment technology can greatly aid our understanding
of social influence, social interaction and other areas of research in
social psychology. This technology allows researchers to test theoretically-based
hypotheses and maintain complete control over a variety of factors in
the social situation, from the physical appearance of the virtual world
to the behavior of virtual others in the world.
This degree of experimental control is not accompanied by the usual decrease
in the realism of experimental settings that are associated with traditional
research methods. By allowing researchers to increase the realism of social
situations, this technology also promises to enhance the generalizability
of results obtained in experiments to the real world. Furthermore, virtual
environments can also be used to implement "impossible" experimental manipulations
such as changing the physical (i.e., skin color) and social (i.e., gender)
identity of research participants. Finally, what we learn about social
interaction by using this technology may be used to enhance the realism
and utility of immersive environment technology.
Current Projects
Persuasiveness of Computer Agents
Rosanna Guadagno,
James
Blascovich, and Jeremy
Bailenson are conducting research to determine the
conditions under which individuals can be persuaded by virtual human computer
agents. The first study examined the impact of gender of the computer
agent and the degree of behavioral realism exhibited by the computer agent.
The results indicated that people show an in-group favoritism effect.
That is, both male and female participants were more persuaded when the
computer agent was the same sex. Further research on this topic is currently
being conducted.
Risk-Taking and Conformity

In a another line of research, Kim
Swinth and James
Blascovich are examining Risk Taking and Conformity using a virtual
blackjack casino. In a current experiment, participants play blackjack
in a virtual casino - alone and then with other players who are described
as being either real (represented by an avatar) or virtual. The purposes
of this research are to: 1) assess the value of using virtual environments
as a methodological tool in social psychology by attempting to replicate
common social psychological effects (e.g., conformity and choice shifts);
and 2) determine the elements that are necessary to produce a state
of social presence (i.e., the belief that one is in the presence of
other, sentient beings while in the virtual environment).
Collaborative Virtual Environments
James
Blascovich, Jack
Loomis, Andrew Beall,
Jeremy
Bailenson, Alex Dimov, Rosanna
Guadagno, and Matthew Turk
are interested in the experience of social presence as well as task performance
within shared virtual environments. They are developing a series of paradigms
in which several individuals can interact in real-time within a shared,
collaborative virtual environment. Specifically, these researchers seek
to to: 1) learn more about the nonverbal behaviors that occur during collaboration,
and 2) selectively augment and decrement these nonverbal behaviors in
order to provide the interactants with novel tools during interaction.
In other words, by selectively rendering behaviors that were not actually
performed, or alternatively by not rendering behaviors that were
in fact performed, immersive virtual environments allow for conversational
strategies that are not possible in face-to-face interactions or videoconferencing.
We are examining the effect of implementing these novel strategies.
Immersive Virtual Violent Video Games
Susan
Persky and James
Blascovich are exploring the impact of violent video game play experience
in IVET. In these studies, participants play a gun-based violent video
game either on a desktop platform or using IVET. Aggressive outcomes are
assessed via self-report, behavioral, and cardiovascular physiological
measures. Studies explore the mechanisms, particularly presence in the
game environment, that mediate the relationship between playing platform
and presence. Also under investigation are other factors that should influence
this relationship, such as player characteristics and game content. This
line of research attempts to uncover and examine any increasingly negative
outcomes stemming from the rise of IVE game play technology.
Social Responses to Non-Social Interaction
Investigations
by Eyal Aharoni,
Andrew Beall Jeremy
Bailenson, Alex Dimov, and
Rosanna Guadagno measure
the influence of interactive media modalities on social attribution in
non-social interaction. The current experiment targets whether people
will demonstrate social etiquette behavior toward a computer tutorial
and a book tutorial. Secondly, it gauges whether these behaviors
will carry over to other modalities -- specifically, will people regulate
the personal space of their tutor if it embodies a new form such as a
virtual agent?
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