Abstract
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.
| Original language | English |
|---|---|
| Pages (from-to) | 451-480 |
| Number of pages | 30 |
| Journal | Journal of Research in Crime and Delinquency |
| Volume | 56 |
| Issue number | 3 |
| DOIs | |
| Publication status | Published - 1 May 2019 |
Funding
The authors extend their sincere gratitude to Justin Karten and Yori van Gerven from Scopic, Jimmy Amatngali and Edwin de Baat from ATM Productions, and Malte Huthoff for their invaluable help in creating the materials for this study. The authors would also like to thank Molly Malone?s Pub in Amsterdam. The author(s) disclosed receipt of the following financial support for the research, authorship, and/or publication of this article: This research was supported by an KIEM Grant (nr. 314-98-026) from the Netherlands Organization for Scientific Research (NWO).
| Funders | Funder number |
|---|---|
| KIEM | |
| ???publication-publication-funding-organisation-not-added??? | 314-98-026 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 16 Peace, Justice and Strong Institutions
Keywords
- 360° video
- anger
- emotions
- scenarios
- virtual reality
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