The influence of racial embodiment on racial bias in immersive virtual environments

Increasingly, people interact with others via digital representations, or avatars, that feature indicators of race. Nonetheless, little is known about the effects of avatar race on attitudes and behaviors. We conducted a study to determine how people's implicit racial bias is affected by the race of their avatar in an immersive virtual environment (IVE). Our results indicate that the effects of avatar race extend beyond digital spaces. People embodied by Black avatars in an IVE demonstrated greater implicit racial bias outside the IVE than people embodied by White avatars. These findings have important implications for strategies to reduce racial prejudice and provide new insights into the flexibility of racial identity and racial attitudes afforded by virtual technologies.

[1]  A. Galinsky,et al.  Perspective-taking: decreasing stereotype expression, stereotype accessibility, and in-group favoritism. , 2000, Journal of personality and social psychology.

[2]  Mahzarin R. Banaji,et al.  Taking another’s perspective increases self-referential neural processing , 2008 .

[3]  A. Greenwald,et al.  Measuring individual differences in implicit cognition: the implicit association test. , 1998, Journal of personality and social psychology.

[4]  Greg Miller,et al.  The Promise of Parallel Universes , 2007, Science.

[5]  Rick Richardson,et al.  How low can you go? Ostracism by a computer is sufficient to lower self-reported levels of belonging, control, self-esteem, and meaningful existence , 2004 .

[6]  Oliver Grau,et al.  The Robot in the Garden: Telerobotics and Telepistemology in the Age of the Internet , 2000 .

[7]  J. B. Mcconahay,et al.  Modern racism, ambivalence, and the Modern Racism Scale. , 1986 .

[8]  Carol T. Miller,et al.  The Persuasiveness of Racial Arguments as a Subtle Measure of Racism , 2003, Personality & social psychology bulletin.

[9]  Crystal L. Hoyt,et al.  Immersive Virtual Environment Technology as a Methodological Tool for Social Psychology , 2002 .

[10]  J. Bailenson,et al.  The Proteus Effect: The Effect of Transformed Self-Representation on Behavior , 2007 .

[11]  J. Loomis,et al.  Interpersonal Distance in Immersive Virtual Environments , 2003, Personality & social psychology bulletin.

[12]  J. Donath Being real , 1999 .

[13]  Jason P. Mitchell,et al.  Taking Another Person's Perspective Increases Self-Referential Neural Processing , 2008, Psychological science.

[14]  Robert B. Cialdini,et al.  Evoking the Imagination as a Strategy of Influence , 2008 .

[15]  Paul G. Davies,et al.  Seeing black: race, crime, and visual processing. , 2004, Journal of personality and social psychology.

[16]  R. H. Knapp,et al.  A PSYCHOLOGY OF RUMOR , 1944 .

[17]  J. Montepare,et al.  The Relative Salience of Physiognomic Cues in Differentiating Faces: A Methodological Tool , 2002 .

[18]  Crystal L. Hoyt,et al.  Social Inhibition in Immersive Virtual Environments , 2003, Presence: Teleoperators & Virtual Environments.

[19]  J. Blascovich,et al.  Proxemic behaviors as predictors of aggression towards Black (but not White) males in an immersive virtual environment , 2009 .

[20]  J. Bargh,et al.  Automaticity of social behavior: direct effects of trait construct and stereotype-activation on action. , 1996, Journal of personality and social psychology.

[21]  S. Chaiken,et al.  Dual-process theories in social psychology , 1999 .

[22]  M. Rosenberg Society and the adolescent self-image , 1966 .

[23]  T. Ito,et al.  Race and gender on the brain: electrocortical measures of attention to the race and gender of multiply categorizable individuals. , 2003, Journal of personality and social psychology.

[24]  Brian A. Nosek,et al.  Understanding and using the implicit association test: I. An improved scoring algorithm. , 2003, Journal of personality and social psychology.

[25]  A. Pratkanis Editorial: An inaugural issue , 2006 .

[26]  J. Bargh The four horsemen of automaticity: Awareness, intention, efficiency, and control in social cognition. , 1994 .

[27]  T. K. Srull,et al.  Handbook of Social Cognition , 1993 .

[28]  S. Turkle Life on the Screen: Identity in the Age of the Internet , 1997 .

[29]  K. Williams,et al.  Cyberostracism: effects of being ignored over the Internet. , 2000, Journal of personality and social psychology.

[30]  P. Devine Stereotypes and prejudice: Their automatic and controlled components. , 1989 .

[31]  Susan Persky,et al.  Immersive Virtual Video Game Play and Presence: Influences on Aggressive Feelings and Behavior , 2008, PRESENCE: Teleoperators and Virtual Environments.

[32]  Paul W. Eastwick,et al.  Is it a game? Evidence for social influence in the virtual world , 2009 .

[33]  S. Fiske,et al.  The Handbook of Social Psychology , 1935 .

[34]  J. Bargh The cognitive monster: The case against the controllability of automatic stereotype effects. , 1999 .

[35]  P. Devine,et al.  Automaticity and control in stereotyping. , 1999 .

[36]  J. Bailenson,et al.  Walk A Mile in Digital Shoes : The Impact of Embodied Perspective-Taking on The Reduction of Negative Stereotyping in Immersive Virtual Environments , 2006 .

[37]  D. J. Lee Society and the Adolescent Self-Image , 1969 .

[38]  Clifford Nass,et al.  The media equation - how people treat computers, television, and new media like real people and places , 1996 .

[39]  Brian A. Nosek,et al.  Harvesting implicit group attitudes and beliefs from a demonstration web site , 2002 .

[40]  Gillian Ku,et al.  The Effects of Perspective-Taking on Prejudice: The Moderating Role of Self-Evaluation , 2004, Personality & social psychology bulletin.