Abstract

The use of virtual reality (VR) promises enormous potential for studying human behavior. While approach and avoidance tendencies have been explored in various areas of basic and applied psychology, such as attitude and emotion research, basic learning psychology, and behavior therapy, they have rarely been studied in VR. One major focus of this research is to understand the psychological mechanisms underlying automatic behavioral tendencies towards and away from positively or negatively evaluated stimuli. We implemented a whole-body movement stimulus-response compatibility task to explore approach-avoidance behavior in an immersive virtual environment. We chose attitudinal stimuli—spiders and butterflies—on which people widely agree in their general evaluations (in that people evaluate spiders negatively and butterflies positively), while there is still substantial inter-individual variance (i. e., the intensity in which people dislike spiders or like butterflies). We implemented two parallel approach-avoidance tasks, one in VR, one desktop-based. Both tasks revealed the expected compatibility effects that were positively intercorrelated. Interestingly, however, the compatibility effect in the VR measure was unrelated to participants’ self-reported fear of spiders and stimulus evaluations. These results raise important implications about the usage of VR to study automatic behavioral tendencies.

Highlights

  • One central goal of psychological research is to understand real-life human behavior

  • We conducted a study to compare an own implementation of an approach-avoidance task in virtual reality (VR) (AAVR) with a desktop-based standard task (VAAST; Rougier et al, 2018)

  • We developed a digital textured 3D replica of the real laboratory of the Social Psychology Department at the Universität Hamburg, to which we added a model of a plant and a round base plate

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Summary

Introduction

One central goal of psychological research is to understand real-life human behavior. Researchers face a dilemma between experimental control and ecological validity. Virtual reality (VR) provides a promising testbed to support researchers from computer science and psychology exploring human nature in an interdisciplinary way. Immersive virtual environments (IVEs) can be superior to traditional experimental settings in terms of both visual fidelity and natural interaction patterns, which can eventually evoke a sense of presence (Slater and Sanchez-Vives, 2016). The degree of elicited presence depends on various factors, including the user’s individual psychological traits (Oh et al, 2018) as well as the VR system’s technical capability to deliver a realistic, convincing environment (i.e., its immersion; Sanchez-Vives and Slater, 2005). While there is an ongoing discussion about the realism of elicited psychological responses in IVEs

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