Virtual Superheroes: Using Superpowers in Virtual Reality to Encourage Prosocial Behavior

被引:205
|
作者
Rosenberg, Robin S.
Baughman, Shawnee L. [1 ]
Bailenson, Jeremy N. [1 ]
机构
[1] Stanford Univ, Dept Commun, Palo Alto, CA 94304 USA
来源
PLOS ONE | 2013年 / 8卷 / 01期
关键词
VIDEO GAMES INCREASES; SELF; EMPATHY; IMPACT;
D O I
10.1371/journal.pone.0055003
中图分类号
O [数理科学和化学]; P [天文学、地球科学]; Q [生物科学]; N [自然科学总论];
学科分类号
07 ; 0710 ; 09 ;
摘要
Background: Recent studies have shown that playing prosocial video games leads to greater subsequent prosocial behavior in the real world. However, immersive virtual reality allows people to occupy avatars that are different from them in a perceptually realistic manner. We examine how occupying an avatar with the superhero ability to fly increases helping behavior. Principal Findings: Using a two-by-two design, participants were either given the power of flight (their arm movements were tracked to control their flight akin to Superman's flying ability) or rode as a passenger in a helicopter, and were assigned one of two tasks, either to help find a missing diabetic child in need of insulin or to tour a virtual city. Participants in the "super-flight" conditions helped the experimenter pick up spilled pens after their virtual experience significantly more than those who were virtual passengers in a helicopter. Conclusion: The results indicate that having the "superpower" of flight leads to greater helping behavior in the real world, regardless of how participants used that power. A possible mechanism for this result is that having the power of flight primed concepts and prototypes associated with superheroes (e.g., Superman). This research illustrates the potential of using experiences in virtual reality technology to increase prosocial behavior in the physical world.
引用
收藏
页数:9
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