The effects of positive and negative intergroup contact in virtual reality on outgroup attitudes: Testing the contact hypothesis and its mediators

IF 4 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Group Processes & Intergroup Relations Pub Date : 2024-04-20 DOI:10.1177/13684302241237747
Matilde Tassinari, Matthias Burkard Aulbach, Ville Johannes Harjunen, Veronica Margherita Cocco, Loris Vezzali, Inga Jasinskaja-Lahti
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Abstract

Virtual reality (VR) expands the opportunities for meaningful intergroup contact, surpassing the perceived naturalism and emotional salience of other online contact experiences. By embodying an avatar of ingroup characteristics, one can interact with outgroup members in a shared virtual space while maintaining a high sense of body ownership and copresence. Two studies conducted in Finland ( N = 53) and Italy ( N = 134) assessed the impact of intergroup contact in VR on implicit and explicit attitudes towards Black people. Utilizing the VR app AltspaceVR, participants were immersed in a virtual environment as White avatars to play an interactive game with another player represented as a Black (intergroup contact) or White avatar (intragroup contact). In Study 1, the avatars played the game as a team to win against other teams. The participants’ attitudes were assessed both pre- and postcontact using questionnaires and the Implicit Association Test (IAT). In Study 2, participants were randomly assigned to either cooperate (play as a team) or compete (play against each other) in the game. The IAT and explicit attitudes were measured postcontact. The findings from both studies revealed that cooperative contact with a Black avatar led to improved attitudes towards Black people. While Study 1 demonstrated an improvement in explicit attitudes, Study 2 demonstrated positive effects of contact at the implicit level exclusively. Additionally, the positive impact of contact on implicit attitudes was observed following cooperative, rather than competitive, intergroup interactions.
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虚拟现实中积极和消极的群体间接触对外群体态度的影响:检验接触假说及其中介因素
虚拟现实(VR)拓展了有意义的群体间接触的机会,超越了其他在线接触体验的自然感知和情感显著性。通过化身为具有内群体特征的化身,人们可以在共享的虚拟空间中与外群体成员互动,同时保持高度的身体自主感和共存感。在芬兰(53 人)和意大利(134 人)进行的两项研究评估了 VR 中的群体间接触对黑人内隐和外显态度的影响。利用 VR 应用程序 AltspaceVR,参与者作为白人化身沉浸在虚拟环境中,与另一名代表黑人(群体间接触)或白人化身(群体内接触)的玩家玩互动游戏。在 "研究 1 "中,化身以团队形式参与游戏,以战胜其他团队。在接触前和接触后,都使用问卷和内隐联想测验(IAT)对参与者的态度进行了评估。在研究 2 中,参与者在游戏中被随机分配为合作(团队游戏)或竞争(相互竞争)。接触后对 IAT 和显性态度进行测量。这两项研究的结果都显示,与黑人化身的合作接触改善了对黑人的态度。研究 1 显示了显性态度的改善,而研究 2 则只显示了隐性接触的积极影响。此外,接触对内隐态度的积极影响是在合作性而非竞争性的群体间互动中观察到的。
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来源期刊
CiteScore
8.50
自引率
4.50%
发文量
76
期刊介绍: Group Processes & Intergroup Relations is a scientific social psychology journal dedicated to research on social psychological processes within and between groups. It provides a forum for and is aimed at researchers and students in social psychology and related disciples (e.g., organizational and management sciences, political science, sociology, language and communication, cross cultural psychology, international relations) that have a scientific interest in the social psychology of human groups. The journal has an extensive editorial team that includes many if not most of the leading scholars in social psychology of group processes and intergroup relations from around the world.
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