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Plechatá A, Vandeweerdt C, Atchapero M, Luong T, Holz C, Betsch C, Dietermann B, Schultka Y, Böhm R, Makransky G. Experiencing herd immunity in virtual reality increases COVID-19 vaccination intention: Evidence from a large-scale field intervention study. Comput Human Behav 2023; 139:107533. [PMID: 36277032 PMCID: PMC9576250 DOI: 10.1016/j.chb.2022.107533] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/28/2022] [Revised: 10/07/2022] [Accepted: 10/12/2022] [Indexed: 01/04/2023]
Abstract
This study investigates the impact of an immersive virtual reality (VR) simulation of herd immunity on vaccination intentions and its potential underlying mechanisms. In this preregistered field study, N = 654 participants were randomly assigned to one of the three VR conditions: (1) Gamified Herd Immunity; (2) Gamified Herd Immunity + Empathy (with additional narrative elements); (3) Control (gamified with no vaccination-related content). In the Gamified Herd Immunity simulation, participants embodied a vulnerable person and navigated a wedding venue trying to avoid getting infected. A total of 455 participants with below maximum intentions to take a novel vaccine and without severe cybersickness were analyzed. The Gamified Herd Immunity + Empathy and the Gamified Herd Immunity conditions increased vaccination intentions by 6.68 and 7.06 points on a 0-100 scale, respectively, compared to 1.91 for the Control condition. The Gamified Herd Immunity + Empathy condition enhanced empathy significantly more than the Gamified Herd Immunity condition but did not result in higher vaccination intentions. Experienced presence was related to the change in vaccination intentions. The results suggest that VR vaccination communication can effectively increase vaccination intentions; the effect is not solely due to the technological novelty and does not depend on empathy.
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Affiliation(s)
- Adéla Plechatá
- Department of Psychology, University of Copenhagen, Øster Farimagsgade 2A, 1353, Copenhagen, Denmark,Corresponding author
| | - Clara Vandeweerdt
- Department of Political Science, University of Copenhagen, Øster Farimagsgade 5, 1353 Copenhagen, Denmark
| | - Michael Atchapero
- Department of Psychology, University of Copenhagen, Øster Farimagsgade 2A, 1353, Copenhagen, Denmark
| | - Tiffany Luong
- Department of Computer Science, ETH Zürich, Universitätstrasse 6, 8006 Zürich, Switzerland
| | - Christian Holz
- Department of Computer Science, ETH Zürich, Universitätstrasse 6, 8006 Zürich, Switzerland
| | - Cornelia Betsch
- Media and Communication Science, University of Erfurt, Nordhäuser Str. 63, 99089, Erfurt, Germany,Center for Empirical Research in Economics and Behavioral Sciences, University of Erfurt, Nordhäuser Str. 63, 99089, Erfurt, Germany,Health Communication, Bernhard Nocht Institute for Tropical Medicine, Bernhard Nocht Str. 74, 20359, Hamburg, Germany
| | - Bonnie Dietermann
- Museum für Naturkunde - Leibniz Institute for Evolution and Biodiversity Science, Invalidenstrasse 43, 10115, Berlin, Germany
| | - Yori Schultka
- Museum für Naturkunde - Leibniz Institute for Evolution and Biodiversity Science, Invalidenstrasse 43, 10115, Berlin, Germany
| | - Robert Böhm
- Department of Psychology, University of Copenhagen, Øster Farimagsgade 2A, 1353, Copenhagen, Denmark,Department of Occupational, Economic, And Social Psychology, Faculty of Psychology, University of Vienna, Universitätsstrasse 7, 1010, Vienna, Austria,Copenhagen Center for Social Data Science (SODAS), University of Copenhagen, Copenhagen, Denmark
| | - Guido Makransky
- Department of Psychology, University of Copenhagen, Øster Farimagsgade 2A, 1353, Copenhagen, Denmark
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Vandeweerdt C, Luong T, Atchapero M, Mottelson A, Holz C, Makransky G, Böhm R. Virtual reality reduces COVID-19 vaccine hesitancy in the wild: a randomized trial. Sci Rep 2022; 12:4593. [PMID: 35301359 PMCID: PMC8928717 DOI: 10.1038/s41598-022-08120-4] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/18/2021] [Accepted: 02/23/2022] [Indexed: 12/20/2022] Open
Abstract
Vaccine hesitancy poses one of the largest threats to global health. Informing people about the collective benefit of vaccination has great potential in increasing vaccination intentions. This research investigates the potential for engaging experiences in immersive virtual reality (VR) to strengthen participants' understanding of community immunity, and therefore, their intention to get vaccinated. In a pre-registered lab-in-the-field intervention study, participants were recruited in a public park (tested: [Formula: see text], analyzed: [Formula: see text]). They were randomly assigned to experience the collective benefit of community immunity in a gamified immersive virtual reality environment ([Formula: see text] of sample), or to receive the same information via text and images ([Formula: see text] of sample). Before and after the intervention, participants indicated their intention to take up a hypothetical vaccine for a new COVID-19 strain (0-100 scale) and belief in vaccination as a collective responsibility (1-7 scale). The study employs a crossover design (participants later received a second treatment), but the primary outcome is the effect of the first treatment on vaccination intention. After the VR treatment, for participants with less-than-maximal vaccination intention, intention increases by 9.3 points (95% CI: 7.0 to [Formula: see text]). The text-and-image treatment raises vaccination intention by 3.3 points (difference in effects: 5.8, 95% CI: 2.0 to [Formula: see text]). The VR treatment also increases collective responsibility by 0.82 points (95% CI: 0.37 to [Formula: see text]). The results suggest that VR interventions are an effective tool for boosting vaccination intention, and that they can be applied "in the wild"-providing a complementary method for vaccine advocacy.
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Affiliation(s)
- Clara Vandeweerdt
- Department of Psychology, University of Copenhagen, Copenhagen, Denmark.
- Department of Political Science, University of Copenhagen, Copenhagen, Denmark.
| | - Tiffany Luong
- Department of Computer Science, ETH Zürich, Zurich, Switzerland
| | - Michael Atchapero
- Department of Psychology, University of Copenhagen, Copenhagen, Denmark
| | | | - Christian Holz
- Department of Computer Science, ETH Zürich, Zurich, Switzerland
| | - Guido Makransky
- Department of Psychology, University of Copenhagen, Copenhagen, Denmark
| | - Robert Böhm
- Department of Psychology, University of Copenhagen, Copenhagen, Denmark
- Faculty of Psychology, University of Vienna, Vienna, Austria
- Copenhagen Center for Social Data Science (SODAS), University of Copenhagen, Copenhagen, Denmark
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Messer D, Atchapero M, Jensen MB, Svendsen MS, Galatius A, Olsen MT, Frisvad JR, Dahl VA, Conradsen K, Dahl AB, Bærentzen A. Using virtual reality for anatomical landmark annotation in geometric morphometrics. PeerJ 2022; 10:e12869. [PMID: 35186472 PMCID: PMC8830334 DOI: 10.7717/peerj.12869] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/27/2021] [Accepted: 01/10/2022] [Indexed: 01/10/2023] Open
Abstract
To study the shape of objects using geometric morphometrics, landmarks are oftentimes collected digitally from a 3D scanned model. The expert may annotate landmarks using software that visualizes the 3D model on a flat screen, and interaction is achieved with a mouse and a keyboard. However, landmark annotation of a 3D model on a 2D display is a tedious process and potentially introduces error due to the perception and interaction limitations of the flat interface. In addition, digital landmark placement can be more time-consuming than direct annotation on the physical object using a tactile digitizer arm. Since virtual reality (VR) is designed to more closely resemble the real world, we present a VR prototype for annotating landmarks on 3D models. We study the impact of VR on annotation performance by comparing our VR prototype to Stratovan Checkpoint, a commonly used commercial desktop software. We use an experimental setup, where four operators placed six landmarks on six grey seal (Halichoerus grypus) skulls in six trials for both systems. This enables us to investigate multiple sources of measurement error. We analyse both for the configuration and for single landmarks. Our analysis shows that annotation in VR is a promising alternative to desktop annotation. We find that annotation precision is comparable between the two systems, with VR being significantly more precise for one of the landmarks. We do not find evidence that annotation in VR is faster than on the desktop, but it is accurate.
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Affiliation(s)
- Dolores Messer
- Department of Applied Mathematics and Computer Science, Technical University of Denmark, Kgs. Lyngby, Denmark
| | - Michael Atchapero
- Department of Psychology, University of Copenhagen, Copenhagen, Denmark
| | - Mark B. Jensen
- Department of Applied Mathematics and Computer Science, Technical University of Denmark, Kgs. Lyngby, Denmark
| | | | - Anders Galatius
- Department of Ecoscience, Aarhus University, Roskilde, Denmark
| | - Morten T. Olsen
- Globe Institute, University of Copenhagen, Copenhagen, Denmark
| | - Jeppe R. Frisvad
- Department of Applied Mathematics and Computer Science, Technical University of Denmark, Kgs. Lyngby, Denmark
| | - Vedrana A. Dahl
- Department of Applied Mathematics and Computer Science, Technical University of Denmark, Kgs. Lyngby, Denmark
| | - Knut Conradsen
- Department of Applied Mathematics and Computer Science, Technical University of Denmark, Kgs. Lyngby, Denmark
| | - Anders B. Dahl
- Department of Applied Mathematics and Computer Science, Technical University of Denmark, Kgs. Lyngby, Denmark
| | - Andreas Bærentzen
- Department of Applied Mathematics and Computer Science, Technical University of Denmark, Kgs. Lyngby, Denmark
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