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Related Experiment Video

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Confusing virtual reality with reality - An experimental study.

Michael Wiesing1, Gemma Comadran1, Mel Slater1,2

  • 1Event Lab, Department of Clinical Psychology and Psychobiology, University of Barcelona, Barcelona, Spain.

Iscience
|June 16, 2025
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Summary
This summary is machine-generated.

Virtual reality (VR) can blur the lines between real and virtual. Participants treated virtual objects as real, indicating potential safety risks and susceptibility to deception in immersive virtual environments.

Keywords:
Psychology

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Area of Science:

  • Human-Computer Interaction
  • Virtual Reality Studies
  • Cognitive Psychology

Background:

  • Virtual reality (VR) offers immersive experiences with therapeutic potential.
  • The blurring of real and virtual boundaries in VR raises ethical concerns.
  • Understanding user perception and behavior in VR is crucial for safe application.

Purpose of the Study:

  • To investigate the extent to which users perceive virtual objects and environments as real.
  • To examine potential risks associated with the indistinguishability of virtual and real elements.
  • To assess the influence of virtual interactions on subsequent real-world expectations and attitudes.

Main Methods:

  • Forty-nine participants engaged with a virtual experimenter in a controlled VR setting.
  • Behavioral observations recorded participants' interactions with virtual objects (e.g., sitting on a virtual chair).
  • A follow-up assessment in a real-world setting evaluated memory and expectations regarding virtual elements, alongside attitude changes.

Main Results:

  • 20% of participants did not verify the presence of a real chair before sitting.
  • 45% of participants expected a virtual object (tablet) to be present in the corresponding real-world location.
  • Subtle linguistic variations in virtual experimenter's questions influenced participants' implicit attitudes.

Conclusions:

  • Users may treat virtual objects as real, posing safety risks (e.g., interacting with non-existent furniture).
  • Experiences in VR can lead to false expectations and inappropriate application of virtual observations to real-life problem-solving.
  • VR interactions can influence user attitudes, highlighting vulnerability to deception and the need for ethical design considerations.