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

Robin S. Rosenberg, Shawnee Baughman, Jeremy N. Bailenson

PLoS ONE · 2013 · 386 citations · 27 references

DOIFull text

Open access

Concepts

TL;DR

Recent studies show that playing prosocial video games increases real‑world prosocial behavior, and immersive VR lets users inhabit perceptually realistic avatars that differ from themselves. The study examines whether occupying a flight‑capable superhero avatar increases helping behavior. Participants either controlled a flight avatar via arm movements or rode as a helicopter passenger in a two‑by‑two design, and the flight condition was hypothesized to prime superhero concepts that could influence behavior. Participants who flew helped pick up spilled pens more than helicopter passengers, indicating that the flight superpower boosts real‑world helping behavior and demonstrates VR’s potential to increase prosocial actions.

Abstract

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.

References

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