The DOI matches its Crossref record; 190 of the 190 references it cites were found in a registry or an index.
Virtual Reality: A Survival Guide for the Social Scientist
Abstract
In this article, we provide the nontechnical reader with a fundamental understanding of the components of virtual reality (VR) and a thorough discussion of the role VR has played in social science. First, we provide a brief overview of the hardware and equipment used to create VR and review common elements found within the virtual environment that may be of interest to social scientists, such as virtual humans and interactive, multisensory feedback. Then, we discuss the role of VR in existing social scientific research. Specifically, we review the literature on the study of VR as an object, wherein we discuss the effects of the technology on human users; VR as an application, wherein we consider real-world applications in areas such as medicine and education; and VR as a method, wherein we provide a comprehensive outline of studies in which VR technologies are used to study phenomena that have traditionally been studied in physical settings, such as nonverbal behavior and social interaction. We then present a content analysis of the literature, tracking the trends for this research over the last two decades. Finally, we present some possibilities for future research for interested social scientists.
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Cited by
Avatars Versus Agents: A Meta-Analysis Quantifying the Effect of Agency on Social Influence
Fox, J., Ahn, S. J. (., Janssen, J. H., Yeykelis, L., Segovia, K. Y., & Bailenson, J. N. (2015) · Human–Computer Interaction · doi:10.1080/07370024.2014.921494 · Cited by 320
Self-citationTechnology acceptance of virtual reality for travel planning
Disztinger, P., Schlögl, S., & Groth, A. (2017) · Information and Communication Technologies in Tourism 2017 · doi:10.1007/978-3-319-51168-9_19 · Cited by 178
Pfeiffer, U. J., Schilbach, L., Timmermans, B., Kuzmanovic, B., Georgescu, A. L., Bente, G., & Vogeley, K. (2014) · NeuroImage · doi:10.1016/j.neuroimage.2014.06.061 · Cited by 155
Baker, S., Waycott, J., Robertson, E., Carrasco, R., Neves, B. B., Hampson, R., & Vetere, F. (2020) · Information Processing & Management · doi:10.1016/j.ipm.2019.102105 · Cited by 161
Outcomes associated with virtual reality in psychological interventions: where are we now?
Turner, W. A., & Casey, L. M. (2014) · Clinical Psychology Review · doi:10.1016/j.cpr.2014.10.003 · Cited by 116
“…to traditional face to face interventions, VR interventions are now available to treat a variety of psychological disorders and behavioural issues (Fox et al., 2009) while providing greater flexibility in intervention timing, greater cost effectiveness, and an increased ability to tailor…”
Background
Metadata
- Authors
- Fox, J., Arena, D., & Bailenson, J. N.
- Venue
- Journal of Media Psychology
- Publisher
- Hogrefe Publishing Group
- Published
- 2009-01
- Volume
- 21
- Issue
- 3
- Pages
- 95-113
- ISSN
- 1864-1105 (ISSN-L)
- 2151-2388
- OpenAlex
- W1991635220
- Cited by
- 388
- References
- 190
- FWCI
- 24.22
- Type
- journal article
- Language
- en
- Open access
- closed
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.