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· Virtual Reality
Posted by: Jim on: 02/24/2013 06:57 PM
Stanford Researchers are using virtual reality superpowers to subjects and are finding an increase in real life altruistic behavior.
Stanford University has a Virtual Human Interaction Laboratory (VHIL). My university had a pub. well, a lot of pubs and although pubs are awesome, I would have traded it for a VHIL any day. Current theory says violent games make violent people. Researchers at Stanford decided to use the VHIL to look into the effects of video games. They wondered if they could design games which trained people to be more empathetic.
"It's very clear that if you design games that are violent, peoples' aggressive behavior increases," Bailenson said. "If we can identify the mechanism that encourages empathy, then perhaps we can design technology and video games that people will enjoy and that will successfully promote altruistic behavior in the real world."
The made two simulations which were intended to help[ a stranded child get insulin. One group was a passenger in a flying helicopter. The other group was given the Super human ability to fly.
After the simulation the goggles were removed and a research assistant would purposefully knock over a cup full of 15 pens. the group that was tasked as helicopter passengers tended to help pick up the pens 'after' the research assistant started to pick them up herself. The super hero group not only jumped in to help pick up the pens first but picked up 15% more pens.
As yet, they have not deiced on what the mechanics for the behavior was. However, given that one instance was a passive action (passenger) and the other was first person active - that seems like a more likely avenue to follow than whether the ability to fly was part of the equation... But then again who am I to argue? I only had a pub.
Want to read the full report? Go here.
"It's very clear that if you design games that are violent, peoples' aggressive behavior increases," Bailenson said. "If we can identify the mechanism that encourages empathy, then perhaps we can design technology and video games that people will enjoy and that will successfully promote altruistic behavior in the real world."
The made two simulations which were intended to help[ a stranded child get insulin. One group was a passenger in a flying helicopter. The other group was given the Super human ability to fly.
After the simulation the goggles were removed and a research assistant would purposefully knock over a cup full of 15 pens. the group that was tasked as helicopter passengers tended to help pick up the pens 'after' the research assistant started to pick them up herself. The super hero group not only jumped in to help pick up the pens first but picked up 15% more pens.
As yet, they have not deiced on what the mechanics for the behavior was. However, given that one instance was a passive action (passenger) and the other was first person active - that seems like a more likely avenue to follow than whether the ability to fly was part of the equation... But then again who am I to argue? I only had a pub.
Want to read the full report? Go here.