Previous work on human memory has shown that prompting participants with false events and self-relevant information via different types of media such as narratives, edited 2-dimensional images, and mental imagery creates false memories. This study tested a new form of media for studying false memory formation: Immersive Virtual Environment Technology (IVET). Using this tool, we examined how memory was affected by viewing dynamic simulations of avatars performing novel actions. In the study, 55 preschool and elementary children were randomly assigned to 1 of 4 memory prompt conditions (idle, mental imagery, IVET simulation of another child, or IVET simulation of self ). Each child was questioned 3 different times: once before the memory prompt, once immediately after the memory prompt, and once approximately 5 days after the memory prompt. Results showed that preschool children were equally likely to develop false memories regardless of memory prompt condition. But, for elementary children, the mental imagery and IVET self conditions caused significantly more false memories than the idle condition. Implications regarding the use of digital media in courtroom settings, clinical therapy settings, entertainment, and other applications are discussed.Human memory is imperfect, and while most memory errors do not garner national attention, some famous memory errors have made headlines in the last 20 years (Loftus, 2002). False memories of sexual abuse (arguably planted or elicited by therapists) led to large lawsuits in the 1990s and motivated an
Humans are spending an increasing amount of time in teleimmersive environments interacting with avatars or virtual human bodies. Additionally, human behavior and cognition are affected by experiences in tele-immersive environments. Although there is substantial psychological work surrounding the notion of morality, there is little work that examines the interplay of immersive digital environments and the moral identity of the digital medium user. We conducted a study to explore how participants' moral behaviors and self-ratings of morality changed after immersion in either a moral or immoral tele-immersive environment. Results revealed that participants who witnessed the immoral scenarios felt and acted more immoral than participants in the moral scenario condition. These findings have important implications for understanding the effects of digital media as well as for the study of the psychological construct of moral identity.
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