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Bias

Breaking Bias With Virtual Reality: A Game-Changing Experiment

Using avatars and immersive experiences to tackle explicit and implicit prejudice.

Key points

  • Virtual reality (VR) creates a unique space for meaningful intergroup interactions, helping to reduce biases.
  • Cooperative tasks in VR are more effective than competitive ones in improving attitudes toward minorities.
  • VR impacts implicit and explicit biases alike, highlighting its versatility.

Prejudice and discrimination touch every corner of society, shaping the daily lives of marginalized groups worldwide. Whether it’s racial bias, cultural divides, or gender inequalities, these problems often grow out of fear and a lack of genuine interaction with people who are different from us. Researchers have long shown that positive contact between groups is one of the best ways to reduce prejudice. But in a world where social fragmentation seems to be increasing, how do we study these interactions? That is where virtual reality enters the picture.

In a recent study, we explored how VR’s immersive technology could encourage understanding between groups. By creating virtual spaces where people could meet and interact, we explored whether these experiences could influence attitudes both on the surface (what we say and consciously believe) and beneath it (the automatic associations we might not realize we hold).

Studying Intergroup Contact in Virtual Reality

VR makes it possible to design controlled, meaningful encounters between people. Unlike in-person setups, where variables can be hard to manage, VR lets researchers design custom environments and scenarios. In this study, conducted in Finland and Italy, we tested two scenarios: In one, participants cooperated with avatars representing members of a racial minority; in the other, participants competed against these avatars.

The participants, all members of the ethnic majority, embodied avatars that resembled themselves. They were paired with either a Black avatar (intergroup contact) or a white avatar (intragroup contact) during the virtual activities while taking part in team-based games that required collaboration or competition. Afterward, we assessed their attitudes toward Black individuals using two tools: surveys for explicit attitudes and tests for implicit biases, which are subtle, automatic associations we might not even be aware of.

What Did We Discover?

The results were revealing and highlighted just how complex prejudice can be:

  1. Explicit Attitudes: In Finland, participants who cooperated with an avatar representing a Black person reported warmer feelings toward Black people in general. However, this shift in explicit attitudes wasn’t observed in the Italian sample.
  2. Implicit Bias: In Italy, cooperation with an avatar representing a Black person had a significant effect on reducing implicit biases. This change was particularly noteworthy because it occurred without any notable shift in participants’ explicit attitudes, emphasizing the ability of VR to influence subconscious biases.
  3. The Effect of Competition: Competitive interactions did not have the opposite effect, but attitudes remained unaffected.

Why This Matters for Fighting Prejudice

The study suggests that VR is far more than just entertainment technology. It can also be a tool for building empathy and reducing bias, provided it is used mindfully.

  • Cooperation Is Key: When participants worked toward shared goals with avatars from different groups, it broke down barriers. Cooperation encouraged people to see each other as equals, promoting teamwork and reducing biases.
  • Implicit vs. Explicit Bias: One of the most intriguing findings was how implicit and explicit biases responded differently. Explicit attitudes are easier to shift, but implicit biases require deeper, repeated positive interactions. VR is one of the few tools that can deliver those kinds of experiences with the ability to tackle both.

Looking Ahead: The Role of VR in Reducing Prejudice

The potential for VR in schools, workplaces, and community programs is enormous. Imagine students teaming up with avatars representing people from different backgrounds to solve virtual challenges or employees using VR to collaborate in scenarios that break down cultural barriers. These experiences could help foster empathy and reduce biases in ways that traditional methods often fail to achieve.

Of course, VR is not a magic wand. Success depends on how the experience is designed: the type of activity, the goals set for participants, and even the details of the avatars themselves. Careful planning and a commitment to fostering positive, cooperative experiences are essential. By creating spaces where people can connect and collaborate without the pressures of real-world prejudices, VR holds the potential to reshape how we think and feel about others.

Whether in classrooms, boardrooms, or social programs, VR is a reminder that understanding and connection, be it virtual or otherwise, are the keys to breaking down prejudice. This technology could help us rewrite the narrative of bias, one immersive experience at a time.

References

Tassinari, Matilde, Matthias Burkard Aulbach, Ville Johannes Harjunen, Veronica Margherita Cocco, Loris Vezzali, and Inga Jasinskaja-Lahti. "The effects of positive and negative intergroup contact in virtual reality on outgroup attitudes: Testing the contact hypothesis and its mediators." Group Processes & Intergroup Relations 27, no. 8 (2024): 1773–1798. https://doi.org/10.1177/13684302241237747

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