RESUMO
The term Proteus effect refers to the changes in attitudes and behavior induced by the characteristics of an embodied virtual agent. Whether the effect can extend to the moral sphere is currently unknown. To deal with this issue, we investigated if embodying virtual agents (i.e., avatars) with different characteristics modulate people's moral standards differentially. Participants were requested to embody an avatar resembling the Christian God in His anthropomorphic appearance or a control human avatar and to perform a text-based version of incidental and instrumental dilemmas in a virtual environment. For each participant, we recorded (1) chosen options (deontological vs. utilitarian), (2) decision times, (3) postdecision feelings, and (4) physiological reactions (skin conductance response and heart rate). We found that embodying God vs. a control avatar did not change the performance in the moral dilemma task, indicating that no strong Proteus effect was at play in our experimental conditions. We interpreted this result by examining the constraints and limitations of our task, reasoning about the necessary conditions for eliciting the Proteus effect, and discussing future developments and advances in the field. Moreover, we presented compelling effects concerning dilemma type, chosen option, personality traits, and religion affiliation, thus supporting and extending literature on decision making in moral dilemmas.
Assuntos
Tomada de Decisões , Princípios Morais , Realidade Virtual , Humanos , Masculino , Feminino , Adulto , Adulto Jovem , Resposta Galvânica da Pele/fisiologia , Frequência Cardíaca/fisiologia , Emoções , AvatarRESUMO
In two studies we aimed at developing the Attitude towards Italian Mafias Scale (AIMS). In study 1 (N = 292) we used an Exploratory Factor Analysis to reduce the number of the items and explore their latent constructs. In study 2 (N = 393) we performed a Confirmatory Factor Analysis on the resulting 18-item questionnaire, whose latent structure was best identified by a general factor Mafia Attitude and three specific factors related to Behaviors, Cognitions and Emotions-Cognitions towards mafias. Moreover, we showed that the AIMS has (i) discriminant validity compared to a measure of attitudes towards crime, (ii) predictive validity of donation behavior to an association against mafias, (iii) internal consistency, and (iv) invariance for people of the five deep-rooted mafia regions of Southern Italy and those from the rest of Italy. Finally, we observed a difference between the participants from the five deep-rooted mafia regions (i.e., Apulia, Basilicata, Calabria, Campania, Sicily) and the rest of Italy, with the former having surprisingly more negative attitudes towards mafias compared to the latter. The AIMS might help to reliably survey people's sentiment towards Italian mafias and promote targeted and effective law-related education interventions.
Assuntos
Atitude , Cognição , Humanos , Sicília , Emoções , Inquéritos e QuestionáriosRESUMO
Immersive virtual reality can give people the illusion of owning artificial bodies (i.e., avatars) and controlling their actions. Tellingly, people appear to adhere to the newly embodied entities not just on the basis of physical traits but also behaving accordingly with the hallmarks of the represented characters. In two studies we pushed the limits of this process by testing if one's own sense of power could be affected by embodying the anthropomorphic representation of the Christian God, that is considered an omnipotent entity. A human Muscled and a Normotype avatar were used as controls. Results showed that participants embodying the God-avatar: (i) reacted to a threatening event compromising their physical safety by exhibiting a lower skin conductance response and heart rate deceleration compared to the Normotype-control avatar (Study 1); (ii) estimated they had more physical abilities compared to both the Normotype-control and the Muscled-control avatars (Study 2). Taken together, our findings suggest that embodying an omnipotent agent may exert an influence on people's perception of their own limits and capabilities, nourishing feelings of physical invulnerability and strength. Our study indicates that effectively embodying virtual role models may boost achievements and have translational implications in the field of empowerment.
Assuntos
Ilusões , Realidade Virtual , Humanos , Movimento/fisiologia , Interface Usuário-Computador , EmoçõesRESUMO
Organizations are composed of individuals working together for achieving specific goals, and interpersonal dynamics do exert a strong influence on workplace behaviour. Nevertheless, the dual and multiple perspective of interactions has been scarcely considered by Organizational Neuroscience (ON), the emerging field of study that aims at incorporating findings from cognitive and brain sciences into the investigation of organizational behaviour. This perspective article aims to highlight the potential benefits of adopting experimental settings involving two or more participants (the so-called "second person" approach) for studying the neural bases of organizational behaviour. Specifically, we stress the idea that moving beyond the individual perspective and capturing the dynamical relationships occurring within dyads or groups (e.g., leaders and followers, salespersons and clients, teams) might bring novel insights into the rising field of ON. In addition, designing research paradigms that reliably recreate real work and life situations might increase the generalizability and ecological validity of its results. We start with a brief overview of the current state of ON research and we continue by describing the second-person approach to social neuroscience. In the last paragraph, we try and outline how this approach could be extended to ON. To this end, we focus on leadership, group processes and emotional contagion as potential targets of interpersonal ON research.