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Media Violence Effects in Immersive Virtual Environments. Jim Blascovich University of California, Santa Barbara March 1, 2001 Center for Information Technology and Society UCSB. Collaborators. Susan Persky Andy Beall. Virtual Reality. Virtual Reality. Jaron Lanier.
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Media Violence Effects in Immersive Virtual Environments Jim Blascovich University of California, Santa Barbara March 1, 2001 Center for Information Technology and Society UCSB
Collaborators • Susan Persky • Andy Beall
Virtual Reality Jaron Lanier
Virtual Environments • “Synthetic” information that leads to perceptions of environments and their contents as if they were not synthetic.
Immersive Virtual Environments • Ones that perceptually surround individuals such that they perceive themselves to be enveloped by, included in, and interacting with an environment that provides a continuous stream of sensory stimuli.
Historical Examples of Immersive Virtual Environments in Social Psychology • Milgram’s “Obedience” Environments • late 50’s and early 60’s • Zimbardo’s “Prison” Environment • 60’s • Blascovich’s “Casino” Environment • late 60’s and early 70’s
1st Generation 1991
Some Interesting Byproduct Measures Using IVET • Temporal • reaction times • latencies • duration • Spatial • location • change of location • Digitized Speech and Sounds
Basic Research Areas • Vision • e.g., What sensory information is important in the perception of scale or size?
Basic Research Areas • Spatial Cognition • How do we learn to orient ourselves spatially?
Media Effects • Passive Media Contexts • Active Media Contexts • Non-violent • Violent
Media Effects • Passive Media Contexts • Active Media Contexts • Non-violent • Violent
Conformity:Swinth & Blascovich, in prep. Betting Norm $
Conformity:Swinth & Blascovich, in prep. Betting Norm $
Media Effects • Passive Media Contexts • Active Media Contexts • Non-violent • Violent
Literature on Violence in Media Suggests • Increases in physiological responses consistent with negative emotions and threat. • Desensitization over time.
First Experimental Study • 2 x 2 Design • Independent Variables • media (desktop vs immersive) • avatars (agent vs human) • Dependent Variables • performance • physio measures • self-report
Related Work • Implicit Stereotypes and Racism