Abstract

Impaired decision-making leads to the inability to distinguish between advantageous and disadvantageous choices. The impairment of a person’s decision-making is a common goal of gambling games. Given the recent trend of gambling using immersive Virtual Reality it is crucial to investigate the effects of both immersion and the virtual environment (VE) on decision-making. In a novel user study, we measured decision-making using three virtual versions of the Iowa Gambling Task (IGT). The versions differed with regard to the degree of immersion and design of the virtual environment. While emotions affect decision-making, we further measured the positive and negative affect of participants. A higher visual angle on a stimulus leads to an increased emotional response. Thus, we kept the visual angle on the Iowa Gambling Task the same between our conditions. Our results revealed no significant impact of immersion or the VE on the IGT. We further found no significant difference between the conditions with regard to positive and negative affect. This suggests that neither the medium used nor the design of the VE causes an impairment of decision-making. However, in combination with a recent study, we provide first evidence that a higher visual angle on the IGT leads to an effect of impairment.

Highlights

  • We found no significant difference between the two times of measurement for the Sickness Questionnaire (SSQ) for the Virtual Reality (VR) Desktop, t (19) 3.02, p 0.78, and the VR Forest, t (19) 0.17, p 0.87, conditions

  • Splitting the frequency of reinforcement Iowa Gambling Task (IGT) decision-making in segments of 20 draws, we found no significant effect of the condition on the decisionmaking patterns, F (6.49, 184.91) 0.72, p 0.64, η2 0.02, using a Greenhouse-Geisser correction

  • Our study revealed no significant difference between the conditions neither with respect to intertemporal nor frequency of reinforcement IGT decision-making

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Summary

Introduction

While experiencing an impaired decision-making, people might purposefully make decisions that seem beneficial to them despite being clearly disadvantageous This applies to artificial situations, such as training (Leder et al, 2019), gaming (Oberdörfer and Latoschik, 2013; Oberdörfer and Latoschik, 2018), and gambling (Griffiths, 2017) in Virtual Reality (VR). In the latter example, impaired decision-making can lead to an attempt to compensate for a substantial loss by making even more risky decisions in the moves (Gainsbury et al, 2014). A recent study revealed a higher risk potential of gambling games when played in immersive VR (Heidrich et al, 2019)

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