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近乎被排斥:沉浸式虚拟环境中的排斥研究。

Virtually ostracized: studying ostracism in immersive virtual environments.

机构信息

Department of Psychological Sciences, Purdue University, West Lafayette, Indiana 47907, USA.

出版信息

Cyberpsychol Behav Soc Netw. 2012 Aug;15(8):399-403. doi: 10.1089/cyber.2012.0113.

Abstract

Electronic-based communication (such as Immersive Virtual Environments; IVEs) may offer new ways of satisfying the need for social connection, but they also provide ways this need can be thwarted. Ostracism, being ignored and excluded, is a common social experience that threatens fundamental human needs (i.e., belonging, control, self-esteem, and meaningful existence). Previous ostracism research has made use of a variety of paradigms, including minimal electronic-based interactions (e.g., Cyberball) and communication (e.g., chatrooms and Short Message Services). These paradigms, however, lack the mundane realism that many IVEs now offer. Further, IVE paradigms designed to measure ostracism may allow researchers to test more nuanced hypotheses about the effects of ostracism. We created an IVE in which ostracism could be manipulated experimentally, emulating a previously validated minimal ostracism paradigm. We found that participants who were ostracized in this IVE experienced the same negative effects demonstrated in other ostracism paradigms, providing, to our knowledge, the first evidence of the negative effects of ostracism in virtual environments. Though further research directly exploring these effects in online virtual environments is needed, this research suggests that individuals encountering ostracism in other virtual environments (such as massively multiplayer online role playing games; MMORPGs) may experience negative effects similar to those of being ostracized in real life. This possibility may have serious implications for individuals who are marginalized in their real life and turn to IVEs to satisfy their need for social connection.

摘要

基于电子的沟通(如沉浸式虚拟环境;IVE)可能提供满足社交联系需求的新途径,但它们也提供了这种需求可能被挫败的途径。被排斥、被忽视和被排斥是一种常见的社交体验,它威胁到人类的基本需求(即归属感、控制感、自尊心和有意义的存在)。先前的排斥研究已经利用了各种范式,包括最小化的基于电子的互动(例如,Cyberball)和沟通(例如,聊天室和短消息服务)。然而,这些范式缺乏许多现在提供的平凡的现实感。此外,旨在测量排斥的 IVE 范式可以让研究人员测试关于排斥影响的更细致的假设。我们创建了一个 IVE,可以在其中进行实验性的排斥操纵,模拟以前经过验证的最小排斥范式。我们发现,在这个 IVE 中被排斥的参与者经历了与其他排斥范式相同的负面影响,这提供了排斥在虚拟环境中的负面影响的第一个证据。虽然需要直接在在线虚拟环境中探索这些影响的进一步研究,但这项研究表明,在其他虚拟环境(如大型多人在线角色扮演游戏;MMORPG)中遇到排斥的个人可能会经历类似于现实生活中被排斥的负面影响。对于那些在现实生活中被边缘化并转向 IVE 来满足社交联系需求的个人来说,这种可能性可能会产生严重的影响。

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