TY - JOUR
T1 - The Virtual Reality Scenario Method
T2 - Moving from Imagination to Immersion in Criminal Decision-making Research
AU - van Gelder, Jean Louis
AU - de Vries, Reinout E.
AU - Demetriou, Andrew
AU - van Sintemaartensdijk, Iris
AU - Donker, Tara
PY - 2019/5/1
Y1 - 2019/5/1
N2 - Objectives: This study proposes an alternative hypothetical scenario method capitalizing on the potential of virtual reality (VR). Rather than asking participants to imagine themselves in a specific situation, VR perceptually immerses them in it. We hypothesized that experiencing a scenario in VR would increase feelings of being “present” in the situation, and add to perceived realism compared to the written equivalent. This, in turn, was expected to trigger stronger emotional experiences influencing subsequent behavioral intentions. Methods: In an experiment, participants (N = 153), visitors of a large music festival, either read a “bar fight” scenario or experienced the scenario in VR. Following the scenario, they were presented a series of questions including intention to aggress, perceived risk, anticipated shame/guilt, presence, perceived realism, and anger. Analyses were conducted using analysis of variance, stepwise regression, and mediation analysis using nonparametric bootstrapping. Results: In line with expectations, the results indicate significant differences between conditions with the VR scenario triggering stronger presence, higher realism, and higher intention to aggress. Importantly, presence and anger mediated the relation between condition and intention to aggress. Conclusions: We show that the VR scenario method may provide benefits over written scenarios for the study of criminal decision-making. Implications are discussed.
AB - Objectives: This study proposes an alternative hypothetical scenario method capitalizing on the potential of virtual reality (VR). Rather than asking participants to imagine themselves in a specific situation, VR perceptually immerses them in it. We hypothesized that experiencing a scenario in VR would increase feelings of being “present” in the situation, and add to perceived realism compared to the written equivalent. This, in turn, was expected to trigger stronger emotional experiences influencing subsequent behavioral intentions. Methods: In an experiment, participants (N = 153), visitors of a large music festival, either read a “bar fight” scenario or experienced the scenario in VR. Following the scenario, they were presented a series of questions including intention to aggress, perceived risk, anticipated shame/guilt, presence, perceived realism, and anger. Analyses were conducted using analysis of variance, stepwise regression, and mediation analysis using nonparametric bootstrapping. Results: In line with expectations, the results indicate significant differences between conditions with the VR scenario triggering stronger presence, higher realism, and higher intention to aggress. Importantly, presence and anger mediated the relation between condition and intention to aggress. Conclusions: We show that the VR scenario method may provide benefits over written scenarios for the study of criminal decision-making. Implications are discussed.
KW - 360° video
KW - anger
KW - emotions
KW - scenarios
KW - virtual reality
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U2 - 10.1177/0022427818819696
DO - 10.1177/0022427818819696
M3 - Article
AN - SCOPUS:85059936542
SN - 0022-4278
VL - 56
SP - 451
EP - 480
JO - Journal of Research in Crime and Delinquency
JF - Journal of Research in Crime and Delinquency
IS - 3
ER -