Abstract

In virtual reality (VR), it is possible to embody avatars that are dissimilar to the physical self. We examined whether embodying a dissimilar self in VR would decrease anxiety in a public speaking situation. We report the results of an observational pilot study and two laboratory experiments. In the pilot study (N = 252), participants chose an avatar to use in a public speaking task. Trait public speaking anxiety correlated with avatar preference, such that anxious individuals preferred dissimilar self-representations. In Study 1 (N = 82), differences in anxiety during a speech in front of a virtual audience were compared among participants embodying an assigned avatar whose face was identical to their real self, an assigned avatar whose face was other than their real face, or embodied an avatar of their choice. Anxiety differences were not significant, but there was a trend for lower anxiety with the assigned dissimilar avatar compared to the avatar looking like the real self. Study 2 (N = 105) was designed to explicate that trend, and further investigated anxiety differences with an assigned self or dissimilar avatar. The assigned dissimilar avatar reduced anxiety relative to the assigned self avatar for one measure of anxiety. We discuss implications for theories of self-representation as well as for applied uses of VR to treat social anxiety.

Highlights

  • Virtual reality (VR) enables people to experience an alternate reality

  • STUDY 1 Since the results of our pilot study suggested that a dissimilar virtual self in a public speaking task in VR is associated with lower anxiety, we designed an experiment to examine whether becoming someone else would reduce anxiety in a public speaking situation

  • In order to examine the consequences of avatar choice on public speaking anxiety in comparison to an assigned avatar, we added a third condition to the experimental design in which participants chose the appearance of their virtual self

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Summary

Introduction

Transforming the appearance of one’s self is a powerful application of VR. This can be achieved by modifying the appearance of one’s avatar (Biocca, 1997; Bailenson and Blascovich, 2004), thereby providing the person with a new selfrepresentation. People are known to psychologically identify with virtual representations that do not necessarily reflect their actual appearances (Kim, 2011). Observing the behavior of doppelgangers – virtual representations that resemble the self in appearance but behave independently – can influence attitudes and behavior (Fox and Bailenson, 2009, 2010; Fox et al, 2012; Aymerich-Franch and Bailenson, 2014)

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