Self‐Representations in Immersive Virtual Environments<sup>1</sup>

Jeremy N. Bailenson, Jim Blascovich, Rosanna E. Guadagno

Journal of Applied Social Psychology · 2008 · 111 citations · 29 references

Concepts

TL;DR

The study employed a 2 (participant gender) × 3 (agent identity: high‑similarity self, low‑similarity self, other) design in which participants interacted with virtual avatars that varied in resemblance to themselves or to another person. Participants exhibited more intimacy‑consistent behaviors toward self‑representations than toward other‑representations, suggesting that immersive virtual environments can effectively probe self‑related social behavior.

Abstract

This experiment varied whether individuals interacted with virtual representations of themselves or of others in an immersive virtual environment. In the self‐representation condition, half of the participants interacted with a self‐representation that bore photographic resemblance to them, whereas the other half interacted with a self‐representation that bore no resemblance to them. In the other‐representation condition, participants interacted with a representation of another individual. The experimental design was a 2 (Participant Gender) × 3 (Agent Identity: high‐similarity self‐representation vs. low‐similarity self‐representation vs. other representation). Overall, participants displayed more intimacy‐consistent behaviors for representations of themselves than others. Implications of using immersive virtual environment technology for studying the self are discussed.

References

29