Virtual reality technology is constantly improving such that a virtual environment is more like a physical one. However, some research evidence suggest that certain virtual reality scenarios are less real than others to human observers (e.g., experience of falling from a high place) leading to potential limitations of using virtual reality as a research tool for certain tasks. Moreover, since the inception of VR research the terms presence and immersion have been somewhat convoluted and at times, even used interchangeably. Using a thematic content analysis based on seventeen articles, a theme for each term emerged. Presence is an experiential quality in virtual environments and immersion is associated with the technical aspects of a virtual system that aide the user in feeling a sense of presence. Several new technologies, as well as more traditional approaches are discussed as potential methods to improve of immersion, and therefore presence, in virtual reality.
This study investigates placebos and video games’ usefulness as psychological research tools. One proposed underlying mechanism of the placebo effect is participants’ expectations. Such expectation effects exist in sports psychology and healthcare domains, but inconsistent findings have emerged on whether similar effects impact a participants’ cognitive performance. Concurrently, using video games as task environments is an emerging methodology relating to expertise and large-scale behavioral data collection. Therefore, this study examines the expectancy effect induced by researcher instructions on in-game performance. The instructional expectancy condition for this study is in-game successes framed using emoting (e.g., emoting under the pretense of subsequent performance increases) versus a control group. Preliminary results showed no evidence of different in-game performance between expectancy conditions. Potential mechanisms that could have led to a lack of effect were discussed.
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