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A Networked Desktop Virtual Reality Setup for Decision Science and Navigation Experiments with Multiple Participants
Published on: August 26, 2018
Liyuan Wang1, John L Christensen2, Benjamin J Smith3
1Department of Communication, Annenberg School for Communication and Journalism, University of Southern California, Los Angeles, CA, United States.
Players who identify with video game avatars in the Socially Optimized Learning in Virtual Environments (SOLVE) game show reduced risky sexual behaviors. This identification with game characters promotes healthier choices, leading to significant behavior change over time.
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