The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtual environments (VEs) for psychological research on real-world behavior. To this end, this research explored several high-level social phenomena in a simple, inexpensive computer-game environment: the reduced likelihood of helping under time pressure and the bystander effect, which is reduced helping in the presence of bystanders. In the first experiment, participants had to find the exit in a virtual labyrinth under either high or low time pressure. They encountered rooms with and without virtual bystanders, and in each room, a virtual person requested assistance. Participants helped significantly less frequently under time pressure but the ...
<div><p>Bystanders in a real world's social setting have the ability to influence people’s beliefs a...
Bystanders in a real world's social setting have the ability to influence people's beliefs and behav...
From the theory of compensatory Internet use, escapism through videogames may constitute a coping st...
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 ultimate goal of almost all psychological research is to understand human behavior in real life....
As virtual environments (VEs) become increasingly central to people's lives (Terry, 2002), understan...
Virtual environments (VEs) provide an inexpensive way of conducting ecologically valid psychological...
Title: Psychological Experiment in Virtual Reality Author: Tereza Kotěšovcová Department: Department...
Virtual Reality (VR) is a technology which allows a user to interact with a computer simulated envir...
We report on preliminary results from a pilot study using a virtual experiment to analyse human beha...
The social facilitation effect describes the change in the performance of the task under the influen...
Interactive Virtual Humans (VHs) are increasingly used to replace or assist real humans in various a...
Approach and avoidance of positive and negative social cues are fundamental to prevent isolation and...
Over the last decade, researchers have begun using immersive virtual environment technology (IVET; c...
<div><p>Bystanders in a real world's social setting have the ability to influence people’s beliefs a...
Bystanders in a real world's social setting have the ability to influence people's beliefs and behav...
From the theory of compensatory Internet use, escapism through videogames may constitute a coping st...
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 ultimate goal of almost all psychological research is to understand human behavior in real life....
As virtual environments (VEs) become increasingly central to people's lives (Terry, 2002), understan...
Virtual environments (VEs) provide an inexpensive way of conducting ecologically valid psychological...
Title: Psychological Experiment in Virtual Reality Author: Tereza Kotěšovcová Department: Department...
Virtual Reality (VR) is a technology which allows a user to interact with a computer simulated envir...
We report on preliminary results from a pilot study using a virtual experiment to analyse human beha...
The social facilitation effect describes the change in the performance of the task under the influen...
Interactive Virtual Humans (VHs) are increasingly used to replace or assist real humans in various a...
Approach and avoidance of positive and negative social cues are fundamental to prevent isolation and...
Over the last decade, researchers have begun using immersive virtual environment technology (IVET; c...
<div><p>Bystanders in a real world's social setting have the ability to influence people’s beliefs a...
Bystanders in a real world's social setting have the ability to influence people's beliefs and behav...
From the theory of compensatory Internet use, escapism through videogames may constitute a coping st...