1. The effect of embodying a woman scientist in virtual reality on men’s gender biases
- Author
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Gili Freedman, Mary Flanagan, Melanie C. Green, and Max Seidman
- Subjects
media_common.quotation_subject ,education ,General Engineering ,Psychological intervention ,Face (sociological concept) ,Stereotype ,humanities ,Panacea (medicine) ,Character (mathematics) ,Perception ,Identification (psychology) ,Social psychology ,media_common ,Avatar - Abstract
Women face pervasive biases in science, technology, engineering, and math (STEM), and games may be one avenue through which biases can be reduced. We tested whether embodying a woman scientist in virtual reality (VR) leads to more positive attitudes toward women in STEM. We also examined the effect of revealing the scientist character’s gender earlier or later in the game based on previous work indicating that a later reveal may lead to greater identification with the character. Undergraduate men (N = 96) played a physicist in a VR game in which they were randomly assigned to a man or a woman avatar whose gender they saw earlier or later in the game. Compared to participants in the man scientist condition, participants in the woman scientist condition felt more positively about women and viewed the category of woman as more overlapping with the category of scientist; however, they viewed their own scientist character more negatively. Furthermore, in both avatar conditions, participants viewed the scientist character as less competent after playing. In addition, there were no effects of the early versus late reveal on attitudes toward women scientists or toward the scientist character. Finally, there were no effects of game conditions on implicit biases, perceptions of the climate for women in STEM, stereotype endorsement, or game enjoyment. Together, this study suggests that VR interventions may decrease some negative attitudes toward women in STEM but are not a panacea for the pervasive biases against women in STEM.
- Published
- 2021
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