Tackling Climate Change (2/2): Using VR To Influence Behavior
What is Virtual Reality?
Researchers have long sought to incorporate the use of state-of-the-art technology as a vehicle to change behavior. While Virtual Reality (VR) has become increasingly talked about as of late (at time of writing, in 2017), the technology has actually been around for decades, with seminal constructs of VR having been around since the 1960s. Witmer and Singer (1998) describe immersive virtual environments (IVEs) “as those that perceptually surrounds an individual. In this sense, immersion in such an environment is characterized as a psychological state in which the individual perceives himself or herself to be enveloped by, included in, and interacting with an environment that provides a continuous stream of stimuli”.
Why VR Works
Arguably, the use of simulation as a means to influence behavior has been around for a long time. Social psychologists have been creating virtual (synthetic) environments or even immersive ones for decades using hard scenery, props, and real people. Milgram’s (1963) obedience environment, for example, is amongst the most well-known and publicized.
Today, however, we are able to generate immersive virtual environments with laboratory computer technology. Using standard smartphones plugged into VR headsets, we can create an almost infinite number of simulations, some of which would not be possible to recreate in any traditional laboratory setting.
VR works, then, by taking a modern approach to an old methodology, in which we can test a particular behavior through the manipulation of the environment.
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About the Author
Amit Dhir
Amit holds an MSc in Behavioural Science from the London School of Economics and Political Science. He is currently a researcher, where he helps brands to better understand their customers' behaviour. In addition to working with consumer brands, he is also interested in the application of behavioural science to tackle social, developmental and environmental challenges. He has a passion for understanding how emerging technologies such as virtual and augmented reality might one day help to tackle such problems.
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