Abstract

When people hold implicit biases against a group they typically engage in discriminatory behaviour against group members. In the context of the implicit racial bias of ‘White' against ‘Black' people, it has been shown several times that implicit bias is reduced after a short exposure of embodiment in a dark-skinned body in virtual reality. Embodiment usually leads to the illusion of ownership over the virtual body, irrespective of its skin colour. Previous studies have been carried out in virtual scenarios that are affectively neutral or positive. Here, we show that when the scenario is affectively negative the illusion of body ownership of White participants over a White body is lessened, and implicit bias is higher for White participants in a Black virtual body. The study was carried out with 92 White female participants, in a between-groups design with two factors: BodyType (their virtual body was White or Black) and a surrounding Crowd was Negative, Neutral or Positive towards the participant. We argue that negative affect prevents the formation of new positive associations with Black and distress leads to disownership of the virtual body. Although virtual reality is often thought of as an ‘empathy machine' our results suggest caution, that this may not be universally the case.

Highlights

  • When people hold implicit biases against a group they typically engage in discriminatory behaviour against group members

  • We show that when the scenario is affectively negative the illusion of body ownership of White participants over a White body is lessened, and implicit bias is higher for White participants in a Black virtual body

  • Virtual Reality (VR) is often thought of as an ‘empathy machine’ [1], the idea being that embodiment of more privileged people in the bodies and situations of disadvantaged or discriminated-against groups using virtual reality would result in an increase in their empathy towards those groups

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Summary

Participants

Participants were recruited by advertisement and email around the campus of the University of Barcelona and nearby. Eleven additional participants were excluded from the analysis due to system failure during the experiment and due to withdrawal from the study after the first phase (i.e. incomplete data). The design was between groups with participants arbitrarily assigned to each cell except for the Neutral crowd which had in each cell. Their education level was very similar across all cells of the design. They had low levels of computer science knowledge (programming), very little prior VR experience and hardly played computer games. Electronic supplementary material, table S1 shows for each group the total number of participants, means of ages, median values for participants’ experience in VR and hours per week playing video games. Following the completion of the last phase of the experiment, participants were debriefed about the purpose of the study

Experimental set-up
Procedures
Virtual reality implementation
Response variables
Chronbach’s alpha for body ownership questions
Statistical model
Results
Responses to the crowd
Body ownership
Goodness of fit and model comparisons
Discussion
Full Text
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