Much Ado About Immersion: Power, Reported Results, and the Validity of Research on the Psychology of Virtual Reality and Immersive Simulations

dc.contributor.authorLanier, Madison Kathrynen
dc.contributor.committeechairIvory, James Deeen
dc.contributor.committeememberTamul, Daniel J.en
dc.contributor.committeememberMyers, Marcus Cayceen
dc.contributor.departmentCommunicationen
dc.date.accessioned2018-06-27T08:01:14Zen
dc.date.available2018-06-27T08:01:14Zen
dc.date.issued2018-06-26en
dc.description.abstractVirtual reality (VR) technology has permeated consumer culture in recent years, consequentially inspiring a hotbed of interdisciplinary academic VR research to better understand its effects as a medium. It has become a popular subject of study in fields as varied as engineering, computer science, communication, and psychology. The present study evaluates methodological trends in behavioral research on VR in terms of best practices regarding data collection, reporting, and availability. A meta-scientific content analysis of 61 articles focused on power, p-values, reporting errors, and transparency of data, all of which respectively represent four stages of research: data collection, analysis, reporting, and sharing. The findings from 1,122 statistical tests show that there is room for improvement in much behavioral research on VR in terms of methodological trends regarding number of participants, reporting of results, and data availability. Although no firm conclusions can be drawn about the presence of p-hacking or other questionable research practices (QRPs), the present study demonstrates that chronically small sample sizes, instances of errors in reporting, and a lack of transparent supplemental data are evident. The trends observed are broad, yet informative, and further research in this area is crucial. Methodological recommendations are made for future research dealing with VR applications, particularly given the potential social and cultural impact of the technology.en
dc.description.abstractgeneralVirtual reality (VR) technology has permeated consumer culture in recent years, consequentially inspiring many researchers to study VR in order to better understand its effects as a medium. It has become a popular subject of study in fields as varied as engineering, computer science, communication, and psychology. This study evaluates how VR research is being conducted in these fields in terms of best practices to ensure valid and conclusive interpretation of data. The findings from 1,122 statistical tests across 61 articles show that in several stages of the research process—data collection, analysis, reporting, and sharing—there is evidence that there is room for improvement in much behavioral research on VR in terms of methodological trends regarding number of participants, reporting of results, and data availability. Although these findings are broad and cannot be used to draw firm conclusions about specific VR studies, if they are confirmed and further explained in future research, they could bring into question the validity and credibility of much of the published VR research that exists today. Methodological recommendations are made for future research dealing with VR applications, particularly given the potential social and cultural impact of the technology.en
dc.description.degreeMaster of Artsen
dc.format.mediumETDen
dc.identifier.othervt_gsexam:15652en
dc.identifier.urihttp://hdl.handle.net/10919/83778en
dc.publisherVirginia Techen
dc.rightsIn Copyrighten
dc.rights.urihttp://rightsstatements.org/vocab/InC/1.0/en
dc.subjectVirtual realityen
dc.subjectmeta-scienceen
dc.subjectopen scienceen
dc.subjectpsychologyen
dc.subjectcommunicationen
dc.titleMuch Ado About Immersion: Power, Reported Results, and the Validity of Research on the Psychology of Virtual Reality and Immersive Simulationsen
dc.typeThesisen
thesis.degree.disciplineCommunicationen
thesis.degree.grantorVirginia Polytechnic Institute and State Universityen
thesis.degree.levelmastersen
thesis.degree.nameMaster of Artsen

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