Putting yourself in the skin of a black avatar reduces implicit racial bias.
By Tabitha C. Peck, Sofia Seinfeld, Salvatore Maria Aglioti, Mel Slater. Consciousness and Cognition, 2013
851 citations recorded by the source corpus.
Subfields: Experimental and Cognitive Psychology, Social Psychology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/5e0e23f8e56d50b6622e845c99b84ea6cb7e0eb1
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Experimental and Cognitive Psychology
- Jesse Fox
- Mel Slater
- Kristine L. Nowak
- Tabitha C. Peck
- Domna Banakou
- Mar González-Franco
- Parasuram D. Hanumanthu
- Fernanda Herrera
In Social Psychology
- Mel Slater
- Jeremy N. Bailenson
- Domna Banakou
- Tabitha C. Peck
- Parasuram D. Hanumanthu
- Mar González-Franco
- Jesse Fox
- Thomas K. Metzinger
In Human-Computer Interaction
- Mel Slater
- Jeremy N. Bailenson
- Tabitha C. Peck
- Domna Banakou
- Mar González-Franco
- Jesse Fox
- Thomas K. Metzinger
- Parasuram D. Hanumanthu
Citations in the corpus
- The Impact of Avatar Personalization and Immersion on Virtual Body Ownership, Presence, and Emotional Response (2018, background): “Changing the visual and behavioral characteristic of a user’s avatar will potentially also change the behavior [21], attitude [4, 35], and emotional involvement [14] of the user in control of the avatar.”
- Avatar Embodiment. Towards a Standardized Questionnaire (2018, background): “For example, Caucasian participants reduced their racial bias after embodying black avatars (Peck et al., 2013).”
- The role of interaction in virtual embodiment: Effects of the virtual hand representation (2016, background): “For example, controlling the level of realism of the avatar [23], its skin color [22] or even its shape [26].”
- AI-generated characters for supporting personalized learning and well-being (2021, background): “Virtually being someone else has been shown to increase objective thinking capabilities 17 , strengthen engagement 18 and demote discriminatory biases 19 , and we see this sub-type leading to similar effects.”
- Building long-term empathy: A large-scale comparison of traditional and virtual reality perspective-taking (2018, background): “To our 214 knowledge, these are the only extant studies that have looked at the effect of VR perspective215 taking past the day of treatment [38, 51-53].”
- The effect of avatar realism in immersive social virtual realities (2017, background): “…appearance is changed with respect to, e.g., gender [Slater et al. 2010], posture [De la Peña et al. 2010], figure [Normand et al. 2011], skin color [Peck et al. 2013], age and size [Banakou et al. 2013], or degree of realism and anthropomorphism [Latoschik et al. 2016; Lugrin et al. 2015; Roth et…”
- Virtual Embodiment of White People in a Black Virtual Body Leads to a Sustained Reduction in Their Implicit Racial Bias (2016, methodology): “We find again that the IAT increases after the first exposure with White Embodiment, repeating the result found by Peck et al. (2013) and in Experiment 1 above.”
- The Ethics of Realism in Virtual and Augmented Reality (2020, background): “For example, adults can have the illusion of having a child body (Banakou et al., 2013), or white people a black body (Peck et al., 2013; Banakou et al., 2016), and these experiences change the participants—for example parents changing their behavior toward their children (Hamilton-Giachritsis et…”
- The Promise of Empathy: Design, Disability, and Knowing the "Other" (2019, background): “…a temporary bodily impairment with rudimentary tools like blindfolds and gloves to occlude vision and tactile sensations and then complete a daily task with these unfamiliar bodily constraints (for a range of work, see [[5], [17], [29], [40], [53], [57], [58], [67], [69], [73], [77], [83]]).”
- Real Virtuality: A Code of Ethical Conduct. Recommendations for Good Scientific Practice and the Consumers of VR-Technology (2016, background): “Indeed, early experiments in VR have done just that, making subjects willing to save more for their retirement (Hershfield et al., 2011), perform better on tests for implicit racial bias (Peck et al., 2013), and behave in a more environmentally conscious manner (Ahn et al., 2014).”
- Avatars and computer-mediated communication: a review of the definitions, uses, and effects of digital representations (2018, background): “More research is needed to understand the disparities in these findings, though it seems prosocial outcomes may be more likely when users identify more with their avatar and engage in less structured tasks (Behm-Morawitz et al., 2016; Peck et al., 2013).”
- Avatar characteristics induce users’ behavioral conformity with small-to-medium effect sizes: a meta-analysis of the proteus effect (2019, background): “Although some studies have examined differences in the Proteus effect based on race and ethnicity (e.g., Lee & Nass, 2012; Lee et al., 2014; Peck et al., 2013), most studies included in this meta-analysis did not consider these characteristics.”