Over the last decade, researchers have begun using immersive virtual environment technology (IVET; commonly known as virtual reality) to create digital experimental virtual environments (DEVEs) to investigate social psychological processes. Researchers increasingly recognize that IVET provides powerful and cost-effective ways to manipulate theoretical variables and to measure a host of outcome variables, while providing a remarkable level of experimental control and ecological realism. In this article, we discuss IVET, the nature of social influence within DEVEs, and the use of DEVEs to study social behavior
We live in complex environments that are full of people and things that make us feel good, bad, or i...
The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtu...
The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtu...
The goal of the present review is to explain how immersive virtual environment technology (IVET) can...
The goal of the present review is to explain how immersive virtual environment technology (IVET) can...
The goal of the present review is to explain how immersive virtual environment technology (IVET) can...
As virtual environments (VEs) become increasingly central to people's lives (Terry, 2002), understan...
As virtual environments (VEs) become increasingly central to people's lives (Terry, 2002), understan...
The ultimate goal of almost all psychological research is to understand human behavior in real life....
The emergence of social neuroscience has significantly advanced our understanding of the relationshi...
The emergence of social neuroscience has significantly advanced our understanding of the relationshi...
The emergence of social neuroscience has significantly advanced our understanding of the relationshi...
The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtu...
The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtu...
We live in complex environments that are full of people and things that make us feel good, bad, or i...
We live in complex environments that are full of people and things that make us feel good, bad, or i...
The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtu...
The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtu...
The goal of the present review is to explain how immersive virtual environment technology (IVET) can...
The goal of the present review is to explain how immersive virtual environment technology (IVET) can...
The goal of the present review is to explain how immersive virtual environment technology (IVET) can...
As virtual environments (VEs) become increasingly central to people's lives (Terry, 2002), understan...
As virtual environments (VEs) become increasingly central to people's lives (Terry, 2002), understan...
The ultimate goal of almost all psychological research is to understand human behavior in real life....
The emergence of social neuroscience has significantly advanced our understanding of the relationshi...
The emergence of social neuroscience has significantly advanced our understanding of the relationshi...
The emergence of social neuroscience has significantly advanced our understanding of the relationshi...
The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtu...
The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtu...
We live in complex environments that are full of people and things that make us feel good, bad, or i...
We live in complex environments that are full of people and things that make us feel good, bad, or i...
The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtu...
The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtu...