Publication:
Group Decision-Making in Multi-User Immersive Virtual Reality

cris.virtualsource.author-orcid1d3fde7f-2cb5-43a8-922b-270bb63eae56
cris.virtualsource.author-orcid4285ac01-670a-411c-8657-13a106f3fef1
cris.virtualsource.author-orcid7c41815a-e7cb-4ac3-aecc-a0a382d9dae4
datacite.rightsopen.access
dc.contributor.authorMoser, Ivan
dc.contributor.authorChiquet, Sandra
dc.contributor.authorStrahm, Sebastian Kaspar
dc.contributor.authorMast, Fred
dc.contributor.authorBergamin, Per
dc.date.accessioned2024-09-02T17:13:22Z
dc.date.available2024-09-02T17:13:22Z
dc.date.issued2020-12-14
dc.description.abstractHead-mounted displays enable social interactions in immersive virtual environments. However, it is yet unclear whether the technology is also suitable for collaborative work between remote group members. Previous research comparing group performance in nonimmersive computer-mediated communication and face-to-face (FtF) interaction yielded inconsistent results. For this reason, we set out to compare multi-user immersive virtual reality (IVR), video conferencing (VC), and FtF interaction in a group decision task. Furthermore, we examined whether the conditions differed with respect to cognitive load and social presence. Using the hidden profile paradigm, we tested 174 participants in a fictional personnel selection case. Discussion quality in IVR did not differ from VC and FtF interaction. All conditions showed the typical bias for discussing information that was provided for all participants (i.e., shared information) compared with information that was only disclosed to individual participants (i.e., unshared information). Furthermore, we found that IVR groups showed the same probability of solving the task correctly. Social presence in IVR was reduced compared with FtF interaction; however, we found no differences in cognitive load. In sum, our results imply that IVR can effectuate efficient group behavior in a modern working environment that is characterized by a growing demand for remote collaboration.
dc.description.numberOfPages8
dc.description.sponsorshipInstitut für Psychologie, Abt. Kognitive Psychologie, Wahrnehmung und Methodenlehre
dc.identifier.doi10.48350/154717
dc.identifier.pmid32856952
dc.identifier.publisherDOI10.1089/cyber.2020.0065
dc.identifier.urihttps://boris-portal.unibe.ch/handle/20.500.12422/41328
dc.language.isoen
dc.publisherMary Ann Liebert
dc.relation.ispartofCyberpsychology, behavior and social networking
dc.relation.issn2152-2715
dc.relation.organizationDCD5A442BF8EE17DE0405C82790C4DE2
dc.subjectgroup decision making
dc.subjectvirtual reality
dc.subjectcomputer-mediated communication
dc.subjectcollaboration
dc.subjecthiddenprofile
dc.subject.ddc100 - Philosophy::150 - Psychology
dc.titleGroup Decision-Making in Multi-User Immersive Virtual Reality
dc.typearticle
dspace.entity.typePublication
oaire.citation.endPage853
oaire.citation.issue12
oaire.citation.startPage846
oaire.citation.volume23
oairecerif.author.affiliationInstitut für Psychologie, Abt. Kognitive Psychologie, Wahrnehmung und Methodenlehre
oairecerif.author.affiliationInstitut für Psychologie, Abt. Kognitive Psychologie, Wahrnehmung und Methodenlehre
oairecerif.author.affiliationInstitut für Psychologie, Abt. Kognitive Psychologie, Wahrnehmung und Methodenlehre
unibe.contributor.rolecreator
unibe.contributor.rolecreator
unibe.contributor.rolecreator
unibe.contributor.rolecreator
unibe.contributor.rolecreator
unibe.date.licenseChanged2021-04-12 14:20:32
unibe.description.ispublishedpub
unibe.eprints.legacyId154717
unibe.journal.abbrevTitleCYBERPSYCH BEH SOC N
unibe.refereedtrue
unibe.subtype.articlejournal

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