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Virtually numbed: Immersive video gaming alters real-life experience

Overview of attention for article published in Psychonomic Bulletin & Review, October 2013
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Title
Virtually numbed: Immersive video gaming alters real-life experience
Published in
Psychonomic Bulletin & Review, October 2013
DOI 10.3758/s13423-013-0512-2
Pubmed ID
Authors

Ulrich W. Weger, Stephen Loughnan

Abstract

As actors in a highly mechanized environment, we are citizens of a world populated not only by fellow humans, but also by virtual characters (avatars). Does immersive video gaming, during which the player takes on the mantle of an avatar, prompt people to adopt the coldness and rigidity associated with robotic behavior and desensitize them to real-life experience? In one study, we correlated participants' reported video-gaming behavior with their emotional rigidity (as indicated by the number of paperclips that they removed from ice-cold water). In a second experiment, we manipulated immersive and nonimmersive gaming behavior and then likewise measured the extent of the participants' emotional rigidity. Both studies yielded reliable impacts, and thus suggest that immersion into a robotic viewpoint desensitizes people to real-life experiences in oneself and others.

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Mendeley readers

The data shown below were compiled from readership statistics for 76 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Germany 2 3%
Portugal 2 3%
United States 1 1%
Unknown 71 93%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 13 17%
Student > Master 12 16%
Researcher 12 16%
Student > Ph. D. Student 10 13%
Student > Doctoral Student 6 8%
Other 11 14%
Unknown 12 16%
Readers by discipline Count As %
Psychology 20 26%
Medicine and Dentistry 9 12%
Computer Science 7 9%
Business, Management and Accounting 4 5%
Agricultural and Biological Sciences 3 4%
Other 15 20%
Unknown 18 24%