2020
DOI: 10.1016/j.ijhcs.2020.102400
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Simulated thoughts in virtual reality for negotiation training enhance self-efficacy and knowledge

Abstract: Negotiating serves as an essential skill in our daily life, however, it is quite challenging to negotiate well. Various negotiation training systems have been developed to solve this problem and improve people's performance in negotiation. Nevertheless, these systems mainly focus on skills practice and less on negotiation understanding or self-efficacy development. Aiming at improving both people's negotiation knowledge and self-efficacy, a virtual reality negotiation training system is proposed that exposes u… Show more

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Cited by 37 publications
(18 citation statements)
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“…After their experience in virtual reality, they might have realized that giving such lecture is more difficult than what they initially anticipated. This explanation was supported by a recent study conducted by Ding et al (2020) where a passive virtual reality negotiation training with simulated thoughts in firstperson perspective successfully enhanced people's self-efficacy. In that experiment, participants started out with a relative low level of self-efficacy, which increased throughout the training and remained high even after multiple weeks after the training.…”
Section: Resultsmentioning
confidence: 61%
“…After their experience in virtual reality, they might have realized that giving such lecture is more difficult than what they initially anticipated. This explanation was supported by a recent study conducted by Ding et al (2020) where a passive virtual reality negotiation training with simulated thoughts in firstperson perspective successfully enhanced people's self-efficacy. In that experiment, participants started out with a relative low level of self-efficacy, which increased throughout the training and remained high even after multiple weeks after the training.…”
Section: Resultsmentioning
confidence: 61%
“…In the creative domain, many empirical studies have found that the environment promotes innovation by improving self-efficacy (Zhang and Zhang, 2012 ; Ma et al, 2013 ; Jaiswal and Dhar, 2015 ). For example, domain-relevant and creativity-relevant skills trainings facilitate self-efficacy (Bruce et al, 2010 ; McDonough et al, 2016 ; Ding et al, 2020 ) or innovative efficacy (Byrge and Tang, 2015 ; Vally et al, 2019 ) and then improve innovation. For students, informal science learning activities such as visiting science venues improve students' scientific performance through scientific self-efficacy (Suter, 2014 ; Tang et al, 2019 ).…”
Section: Introductionmentioning
confidence: 99%
“…Supporting this argument, this research also found that applying virtual reality-based learning media increases the individual's level of ethical efficacy by improving their self-efficacy. This provides empirical evidence that VR enhances ethical efficacy in the field of ethics education, as in the field of training negotiations ( Ding et al, 2020 ), in the field of surgical training ( Francis et al, 2020 ), and in the field of athletic education ( Wang & Hu, 2017 ).…”
Section: Conclusion Limitations Discussion and Implicationsmentioning
confidence: 99%
“…VR training plays a role to improve mastery and learning experience, self-motivation, and allows users to actively participate in the learning process in a virtual environment, which ultimately increases people's self-efficacy. Ding et al (2020) found that VR-based negotiation training improves self-efficacy. Wang and Hu (2017) found that applying virtual reality to adventure athletic education increased students' self-efficacy and team cohesiveness.…”
Section: Literature Reviewmentioning
confidence: 97%
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