2020
DOI: 10.1111/bjop.12453
|View full text |Cite
|
Sign up to set email alerts
|

Stronger reactivity to social gaze in virtual reality compared to a classical laboratory environment

Abstract: People show a robust tendency to gaze at other human beings when viewing images or videos, but were also found to relatively avoid gaze at others in several real‐world situations. This discrepancy, along with theoretical considerations, spawned doubts about the appropriateness of classical laboratory‐based experimental paradigms in social attention research. Several researchers instead suggested the use of immersive virtual scenarios in eliciting and measuring naturalistic attentional patterns, but the field, … Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
4
1

Citation Types

2
11
0

Year Published

2020
2020
2023
2023

Publication Types

Select...
4
3
1

Relationship

2
6

Authors

Journals

citations
Cited by 17 publications
(13 citation statements)
references
References 27 publications
2
11
0
Order By: Relevance
“…Taken together, these results show that VR immersion in general does not influence participants inter-temporal preferences in a systematic fashion and might open up a road to more ecologically valid lab experiments, e.g., focusing on behavioral cue-reactivity in addiction. This is in line with other results showing the superiority of VR compared to classical laboratory experiments [6] .…”
Section: Discussionsupporting
confidence: 93%
See 1 more Smart Citation
“…Taken together, these results show that VR immersion in general does not influence participants inter-temporal preferences in a systematic fashion and might open up a road to more ecologically valid lab experiments, e.g., focusing on behavioral cue-reactivity in addiction. This is in line with other results showing the superiority of VR compared to classical laboratory experiments [6] .…”
Section: Discussionsupporting
confidence: 93%
“…Recent research has exploited the development of high-performance virtual reality (VR) technology to increase the ecological validity of stimuli presented in studies of cue-exposure [13] , counterconditioning [4] , equilibrium training [5] , social gazing [6] and gambling behavior in healthy control participants [7] . Furthermore, it has been shown to increase immersion and arousal during gambling games [8] .…”
Section: Introductionmentioning
confidence: 99%
“…For instance, treatments of specific phobias using exposure therapy carried out in VR were found to generalize well to real-world situations (Morina et al 2015;Freeman et al 2017), suggesting that fear responses may not differentiate whether habituation was learned in the real world or in VR. When directly comparing attention towards a virtual world seen in VR or on a computer monitor, Rubo and Gamer (2020) found a more pronounced gaze reactivity towards a virtual agent's social behavior when viewed in VR. Recall for the position of objects in 3-dimensional arrangements were improved when the scene was viewed using a head-mounted display compared to when it was viewed on a computer monitor (Krokos, Plaisant, and Varshney 2019).…”
Section: Introductionmentioning
confidence: 99%
“…Social cognition research places great hope in virtual reality (VR) to overcome limitations of laboratory studies and resolve discrepancies between findings obtained within restricted laboratory contexts and naturalistic situations (Parsons, Gaggioli, & Riva, 2017;Risko, Laidlaw, Freeth, Foulsham, & Kingstone, 2012;Rubo & Gamer, 2020;Zaki & Ochsner, 2009). These discussions are based on the critique that social cognition research frequently involves simplified stimuli that do not represent reality, which is multimodal, dynamic, and contextually embedded (Zaki & Ochsner, 2009).…”
Section: Introductionmentioning
confidence: 99%
“…The use of VR for examining social attention is a rather recent development. It has not yet been extensively used to assess attentional prioritization of human beings (for an exception, see Rubo & Gamer, 2020). An experimental design that has been more frequently applied in this domain concerns the examination of social attention in the real world using mobile eye tracking glasses and comparing these findings to a presentation of video recordings on a computer screen to either the same (Foulsham, Walker, & Kingstone, 2011) or another participant (Rubo, Huestegge, & Gamer, 2019).…”
Section: Introductionmentioning
confidence: 99%