Effective VR Intervention to Reduce Implicit Bias Towards People with Physical Disabilities: The Interplay Between Experience Design and Individual Characteristics

Hyuckjin Jang;Jeongmi Lee
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Abstract

Recent studies utilized virtual reality (VR) as an “empathy machine” to mitigate bias towards various social groups. However, studies addressing bias against physical disabilities remain scarce, with inconsistent results based on VR experience design. Moreover, most studies assumed the universal effects of VR simulation on bias reduction, ignoring the potential moderating effects of individual characteristics. This study investigated how experience design components and individual characteristics moderate VR simulation's effect on changes in bias towards physical disabilities. We designed a VR wheelchair experience, manipulating the situational context (negative, neutral) and whole-body avatar visualization (visible, invisible). Participants' implicit and explicit bias levels were assessed to examine the changes according to VR design components and individual characteristics (gender, preexisting bias level). Results indicated that following the VR intervention, implicit bias was reduced in the group with higher preexisting bias but rather increased in the group with lower preexisting bias. In addition, gender interacted with avatar visualization such that male participants' implicit bias was reduced with invisible avatars but increased with visible avatars. Explicit bias, in contrast, was reduced regardless of conditions, suggesting the potential response bias in self-report measures. These findings underscore the importance of considering the complex interplay between experience design and individual characteristics in understanding VR's efficacy as an empathy-inducing tool. This study provides insights and guidelines for developing more effective VR interventions to alleviate implicit bias towards physical disabilities.
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有效的VR干预减少对残障人士的内隐偏见:体验设计与个体特征的相互作用
最近的研究利用虚拟现实(VR)作为“移情机器”来减轻对不同社会群体的偏见。然而,针对身体残疾偏见的研究仍然很少,基于VR体验设计的结果不一致。此外,大多数研究假设虚拟现实模拟对偏见减少的普遍影响,忽略了个体特征的潜在调节作用。本研究探讨了体验设计成分和个体特征如何调节虚拟现实模拟对身体残疾偏见变化的影响。我们设计了一个虚拟现实轮椅体验,操纵情境情境(消极的,中性的)和全身化身可视化(可见的,不可见的)。根据VR设计成分和个体特征(性别、先前存在的偏见水平)评估参与者的内隐和外显偏见水平,以检查变化。结果表明,在VR干预后,内隐偏倚在前存偏倚较高的组中有所减少,而在前存偏倚较低的组中有所增加。此外,性别与虚拟形象的可视化相互作用,使得男性参与者的内隐偏见在看不见的虚拟形象中减少,而在看得到的虚拟形象中增加。相比之下,无论条件如何,外显偏倚都减少了,这表明在自我报告测量中存在潜在的反应偏倚。这些发现强调了在理解VR作为移情诱导工具的功效时,考虑体验设计和个人特征之间复杂的相互作用的重要性。本研究为开发更有效的虚拟现实干预措施以减轻对身体残疾的内隐偏见提供了见解和指导。
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