title: Virtual superheroes: using superpowers in virtual reality to encourage prosocial behavior.
abstract: BACKGROUND
  Recent studies have shown that playing prosocial video games leads to greater subsequent prosocial behavior in the real world. However, immersive virtual reality allows people to occupy avatars that are different from them in a perceptually realistic manner. We examine how occupying an avatar with the superhero ability to fly increases helping behavior.
  
  
  RESULTS
  Using a two-by-two design, participants were either given the power of flight (their arm movements were tracked to control their flight akin to Superman's flying ability) or rode as a passenger in a helicopter, and were assigned one of two tasks, either to help find a missing diabetic child in need of insulin or to tour a virtual city. Participants in the "super-flight" conditions helped the experimenter pick up spilled pens after their virtual experience significantly more than those who were virtual passengers in a helicopter.
  
  
  CONCLUSIONS
  The results indicate that having the "superpower" of flight leads to greater helping behavior in the real world, regardless of how participants used that power. A possible mechanism for this result is that having the power of flight primed concepts and prototypes associated with superheroes (e.g., Superman). This research illustrates the potential of using experiences in virtual reality technology to increase prosocial behavior in the physical world.
authors: Robin@DrRobinRosenberg.com
authors: Robin S
authors: RS
authors: Rosenberg
authors: Shawnee L
authors: SL
authors: Baughman
authors: Jeremy N
authors: JN
authors: Bailenson
mesh_terms: D000401:Aircraft; D002648:Child; D004777:Environment; D005260:Female; D006379:Helping Behavior; D006801:Humans; D008297:Male; D009068:Movement; D011795:Surveys and Questionnaires; D013997:Time Factors; D014584:User-Computer Interface; D018910:Video Games
references: Sci Am. 2001 Apr;284(4):66-75
references: 11285824
references: J Adolesc. 2004 Feb;27(1):113-22
references: 15013264
references: Pers Soc Psychol Rev. 2007 Aug;11(3):234-61
references: 18453463
references: PLoS One. 2010 May 12;5(5):e10564
references: 20485681
references: Emotion. 2010 Dec;10(6):796-802
references: 21171755
references: Psychol Sci. 2011 Aug;22(8):990-4
references: 21750250
references: J Pers Soc Psychol. 2010 Feb;98(2):211-21
references: 20085396
references: J Consult Clin Psychol. 2000 Dec;68(6):1020-6
references: 11142535
references: IEEE Comput Graph Appl. 2009 May-Jun;29(3):76-84
references: 19642617
references: Psychol Bull. 2010 Mar;136(2):151-73
references: 20192553
references: Pers Soc Psychol Bull. 2009 Jun;35(6):752-63
references: 19321812
references: J Adolesc. 1998 Feb;21(1):31-42
references: 9503073
references: J Mark Res. 2011 Nov;48:S23-S37
references: 24634544
references: PLoS One. 2012;7(7):e40867
references: 22829891
references: J Soc Psychol. 2011 Mar-Apr;151(2):121-8
references: 21476457