Experiencing herd immunity in virtual reality increases COVID-19 vaccination intention: Evidence from a large-scale field intervention study

Research output: Contribution to journalJournal articlepeer-review

Standard

Experiencing herd immunity in virtual reality increases COVID-19 vaccination intention : Evidence from a large-scale field intervention study. / Plechatá, Adéla; Vandeweerdt, Clara; Atchapero, Michael; Luong, Tiffany; Holz, Christian; Betsch, Cornelia; Dietermann, Bonnie; Schultka, Yori; Böhm, Robert; Makransky, Guido.

In: Computers in Human Behavior, Vol. 139, No. 107533, 107533, 17.10.2022.

Research output: Contribution to journalJournal articlepeer-review

Harvard

Plechatá, A, Vandeweerdt, C, Atchapero, M, Luong, T, Holz, C, Betsch, C, Dietermann, B, Schultka, Y, Böhm, R & Makransky, G 2022, 'Experiencing herd immunity in virtual reality increases COVID-19 vaccination intention: Evidence from a large-scale field intervention study', Computers in Human Behavior, vol. 139, no. 107533, 107533. https://doi.org/10.1016/j.chb.2022.107533

APA

Plechatá, A., Vandeweerdt, C., Atchapero, M., Luong, T., Holz, C., Betsch, C., Dietermann, B., Schultka, Y., Böhm, R., & Makransky, G. (2022). Experiencing herd immunity in virtual reality increases COVID-19 vaccination intention: Evidence from a large-scale field intervention study. Computers in Human Behavior, 139(107533), [107533]. https://doi.org/10.1016/j.chb.2022.107533

Vancouver

Plechatá A, Vandeweerdt C, Atchapero M, Luong T, Holz C, Betsch C et al. Experiencing herd immunity in virtual reality increases COVID-19 vaccination intention: Evidence from a large-scale field intervention study. Computers in Human Behavior. 2022 Oct 17;139(107533). 107533. https://doi.org/10.1016/j.chb.2022.107533

Author

Plechatá, Adéla ; Vandeweerdt, Clara ; Atchapero, Michael ; Luong, Tiffany ; Holz, Christian ; Betsch, Cornelia ; Dietermann, Bonnie ; Schultka, Yori ; Böhm, Robert ; Makransky, Guido. / Experiencing herd immunity in virtual reality increases COVID-19 vaccination intention : Evidence from a large-scale field intervention study. In: Computers in Human Behavior. 2022 ; Vol. 139, No. 107533.

Bibtex

@article{ebdc4f1390a542419d512f2526b62306,
title = "Experiencing herd immunity in virtual reality increases COVID-19 vaccination intention: Evidence from a large-scale field intervention study",
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.",
keywords = "Faculty of Social Sciences, Vaccine hesitancy, Herd immunity, Virtual reality, Coronavirus, COVID-19, Vaccine advocacy",
author = "Ad{\'e}la Plechat{\'a} and Clara Vandeweerdt and Michael Atchapero and Tiffany Luong and Christian Holz and Cornelia Betsch and Bonnie Dietermann and Yori Schultka and Robert B{\"o}hm and Guido Makransky",
year = "2022",
month = oct,
day = "17",
doi = "10.1016/j.chb.2022.107533",
language = "English",
volume = "139",
journal = "Computers in Human Behavior",
issn = "0747-5632",
publisher = "Pergamon Press",
number = "107533",

}

RIS

TY - JOUR

T1 - Experiencing herd immunity in virtual reality increases COVID-19 vaccination intention

T2 - Evidence from a large-scale field intervention study

AU - Plechatá, Adéla

AU - Vandeweerdt, Clara

AU - Atchapero, Michael

AU - Luong, Tiffany

AU - Holz, Christian

AU - Betsch, Cornelia

AU - Dietermann, Bonnie

AU - Schultka, Yori

AU - Böhm, Robert

AU - Makransky, Guido

PY - 2022/10/17

Y1 - 2022/10/17

N2 - 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.

AB - 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.

KW - Faculty of Social Sciences

KW - Vaccine hesitancy

KW - Herd immunity

KW - Virtual reality

KW - Coronavirus

KW - COVID-19

KW - Vaccine advocacy

U2 - 10.1016/j.chb.2022.107533

DO - 10.1016/j.chb.2022.107533

M3 - Journal article

C2 - 36277032

VL - 139

JO - Computers in Human Behavior

JF - Computers in Human Behavior

SN - 0747-5632

IS - 107533

M1 - 107533

ER -

ID: 322803486