| Literature DB >> 34177721 |
Benjamin Ganschow1, Liza Cornet1, Sven Zebel2, Jean-Louis van Gelder3.
Abstract
In the current study, we tested a novel perspective-taking exercise aimed at increasing the connection participants felt toward their future self, i.e., future self-continuity. Participants role-played as their successful future self and answered questions about what it feels like to become their future and the path to get there. The exercise was also conducted in a virtual reality environment and in vivo to investigate the possible added value of the virtual environment with respect to improved focus, perspective-taking, and effectiveness for participants with less imagination. Results show that the perspective taking exercise in virtual reality substantially increased all four domains of future self-continuity, i.e., connectedness, similarity, vividness, and liking, while the in vivo equivalent increased only liking and vividness. Although connectedness and similarity were directionally, but not significantly different between the virtual and in vivo environments, neither the focus, perspective taking, or individual differences in imagination could explain this difference-which suggests a small, but non-significant, placebo effect of the virtual reality environment. However, lower baseline vividness in the in vivo group may explain this difference and suggests preliminary evidence for the dependency of connectedness and similarity domains upon baseline vividness. These findings show that the perspective taking exercise in a VR environment can reliably increase the future self-continuity domains.Entities:
Keywords: future self; future self-continuity; future self-vividness; perspective taking; two-chair dialogue; virtual reality
Year: 2021 PMID: 34177721 PMCID: PMC8219936 DOI: 10.3389/fpsyg.2021.664687
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Figure 1Bird's-Eye view of the perspective taking exercise in VR and in vivo. Participants VR condition (Panel A) and in vivo (Panel B).
Figure 2The process of the perspective taking exercise. Participants in the present self (A) pick up a question card and press the red button to record the question. Participants then press the green button to switch chairs to the future self perspective (B). As their future self, they press the red button to record their answer. Participants then press the green button to switch chairs to the perspective of their present self (A) and the recorded answer plays. Once the recording is finished, the participant picks up the next question card until all nine are finished. The process is the same in VR and in vivo conditions.
Means, standard deviations, and difference scores between baseline and post-experiment of the domains of future self-continuity.
| Connected | Control | 32 | 3.53 | 1.85 | 3.78 | 1.64 | 0.25 | 1.61 |
| 30 | 3.57 | 1.79 | 4.13 | 1.43 | 0.57 | 1.77 | ||
| VR | 31 | 3.84 | 1.39 | 4.90 | 1.49 | 1.06 | 1.31 | |
| Similarity | Control | 3.31 | 1.35 | 3.09 | 1.28 | −0.22 | 0.8 | |
| 3.23 | 1.43 | 3.4 | 1.35 | 0.17 | 1.44 | |||
| VR | 3.58 | 1.36 | 4.13 | 1.41 | 0.55 | 1.34 | ||
| Liking | Control | 5.72 | 1.17 | 5.72 | 0.68 | 0 | 0.95 | |
| 5.5 | 1.04 | 6.23 | 1.1 | 0.73 | 1.01 | |||
| VR | 5.84 | 1.16 | 6.32 | 0.6 | 0.48 | 1.12 | ||
| Vividness | Control | 3.77 | 1.72 | 3.94 | 1.6 | 0.17 | 1.07 | |
| 3.43 | 1.63 | 4.62 | 1.27 | 1.18 | 1.61 | |||
| VR | 4.23 | 1.48 | 5.02 | 1.24 | 0.79 | 0.98 | ||
Asterisks indicate significance levels at
p < 0.05;
p < 0.01;
p < 0.001.
Regression coefficients and 95% confidence intervals of control, in vivo, VR, and baseline interactions on difference scores of the domains of future self-continuity.
| β0 Control (Placebo) | 0.19 | −0.23 | 0.02 | 0.16 |
| (−0.27, 0.64) | (−0.60, 0.14) | (−0.22, 0.26) | (−0.19, 0.51) | |
| β2 Baseline | −0.48 | −0.225 | −0.66 | −0.26 |
| (−0.73, −0.24) | (−0.50, 0.05) | (−0.87, −0.45) | (−0.47, −0.06) | |
| β1
| 0.32 | 0.32 | 0.63 | 0.77 |
| (−0.34, 0.97) | (−0.21, 0.85) | (0.28, 0.99) | (0.26, 1.27) | |
| β1 VR | 0.94 | 0.87 | 0.58 | 0.78 |
| (0.293, 1.55) | (0.338, 1.41) | (0.22, 0.94) | (0.28, 1.29) | |
| β3 Baseline | −0.19 | −0.33 | 0.25 | −0.42 |
| (−0.55, 0.18) | (−0.72, 0.06) | (−0.08, 0.57) | (−0.72, −0.11) | |
| β3 Baseline | 0.111 | −0.22 | −0.18 | −0.1 |
| (−0.31, 0.52) | (−0.62, 0.16) | (−0.48, 0.13) | (−0.42, 0.21) | |
| Observations | 93 | 93 | 93 | 93 |
| 0.36 | 0.29 | 0.58 | 0.43 | |
| Adjusted | 0.32 | 0.25 | 0.56 | 0.4 |
| Residual std. error (df = 86) | 1.31 | 1.11 | 0.71 | 1.0 |
| F statistic (df = 5; 86) | 10.02 | 7.22 | 24.1 | 13.31 |
Asterisks indicate significance levels at
p < 0.05;
p < 0.01;
p < 0.001.
Correlations between of engagement subscales, embodiment, imaginative ability, and the difference scores from baseline to post-experiment in domains of future self-continuity.
| Focus | 0.05 | 0.16 | 0.19 | −0.01 |
| Reward | −0.14 | −0.13 | 0.07 | −0.1 |
| Perceived utility | −0.13 | 0.13 | −0.1 | −0.1 |
| Engagement score | −0.09 | 0.16 | 0.03 | −0.13 |
| VVIQ | 0.14 | 0.04 | 0.02 | 0 |
| Cognitive perspective taking | −0.06 | 0.1 | 0.11 | 0.01 |
| Embodied perspective taking 1 | 0.13 | 0.22 | 0.18 | 0.03 |
| Embodied perspective taking 2 | 0 | −0.1 | 0.26 | −0.12 |
Perceived utility is a measure of frustration and confusion while taking part in the perspective taking exercise. VVIQ is the vividness of visual imagery questionnaire, measure of imaginative ability. Embodied Perspective Taking 1 was “felt like I was my future self” and 2 was the reverse coded “I felt as if I was someone else.”