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      The Effect of Embodying a Woman Scientist in Virtual Reality on Men’s Gender Biases

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          Abstract

          Women face pervasive biases in science, technology, engineering, and math (STEM), and games may be one avenue through which biases can be reduced. We tested whether embodying a woman scientist in virtual reality (VR) leads to more positive attitudes toward women in STEM. We also examined the effect of revealing the scientist character’s gender earlier or later in the game based on previous work indicating that a later reveal may lead to greater identification with the character. Undergraduate men ( N = 96) played a physicist in a VR game in which they were randomly assigned to a man or a woman avatar whose gender they saw earlier or later in the game. Compared to participants in the man scientist condition, participants in the woman scientist condition felt more positively about women and viewed the category of woman as more overlapping with the category of scientist; however, they viewed their own scientist character more negatively. Furthermore, in both avatar conditions, participants viewed the scientist character as less competent after playing. In addition, there were no effects of the early versus late reveal on attitudes toward women scientists or toward the scientist character. Finally, there were no effects of game conditions on implicit biases, perceptions of the climate for women in STEM, stereotype endorsement, or game enjoyment. Together, this study suggests that VR interventions may decrease some negative attitudes toward women in STEM but are not a panacea for the pervasive biases against women in STEM.

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          Development and validation of brief measures of positive and negative affect: The PANAS scales.

          In recent studies of the structure of affect, positive and negative affect have consistently emerged as two dominant and relatively independent dimensions. A number of mood scales have been created to measure these factors; however, many existing measures are inadequate, showing low reliability or poor convergent or discriminant validity. To fill the need for reliable and valid Positive Affect and Negative Affect scales that are also brief and easy to administer, we developed two 10-item mood scales that comprise the Positive and Negative Affect Schedule (PANAS). The scales are shown to be highly internally consistent, largely uncorrelated, and stable at appropriate levels over a 2-month time period. Normative data and factorial and external evidence of convergent and discriminant validity for the scales are also presented.
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            Universal dimensions of social cognition: warmth and competence.

            Like all perception, social perception reflects evolutionary pressures. In encounters with conspecifics, social animals must determine, immediately, whether the "other" is friend or foe (i.e. intends good or ill) and, then, whether the "other" has the ability to enact those intentions. New data confirm these two universal dimensions of social cognition: warmth and competence. Promoting survival, these dimensions provide fundamental social structural answers about competition and status. People perceived as warm and competent elicit uniformly positive emotions and behavior, whereas those perceived as lacking warmth and competence elicit uniform negativity. People classified as high on one dimension and low on the other elicit predictable, ambivalent affective and behavioral reactions. These universal dimensions explain both interpersonal and intergroup social cognition.
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              Measuring individual differences in implicit cognition: The implicit association test.

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                Author and article information

                Journal
                Technology, Mind, and Behavior
                American Psychological Association
                2689-0208
                November 8, 2021
                : 2
                : 4
                Affiliations
                [1]Department of Psychology, St. Mary’s College of Maryland
                [2]Department of Communication, University at Buffalo
                [3]Department of Film & Media Studies, Dartmouth College
                Author notes
                Action Editor: Danielle S. McNamara was the action editor for this article.
                Acknowledgments: This research was supported by the National Science Foundation [DRL-1420036 and 1,462,063].
                Disclosures: The authors report no conflict of interest.
                Data Availability: The preregistration, data, materials, and supplemental information are available on OSF: https://osf.io/p572h/.
                Open Science Disclosures:

                The data are available at https://osf.io/yudwg/.

                The experiment materials are available at https://osf.io/2dq8h/.

                The preregistered design is available at https://osf.io/3xte2/.

                [*] Gili Freedman, Department of Psychology, St. Mary’s College of Maryland, 18952 E Fisher Rd, St. Mary’s City, MD 20686, United States gili.freedman@gmail.com
                Author information
                https://orcid.org/0000-0002-7006-9674
                https://orcid.org/0000-0002-5469-8470
                https://orcid.org/0000-0002-7417-4842
                Article
                2022-01158-001
                10.1037/tmb0000046
                b5e97850-cf82-41f1-b419-dc33d94ab65a
                © 2021 The Author(s)

                This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License (CC-BY-NC-ND). This license permits copying and redistributing the work in any medium or format for noncommercial use provided the original authors and source are credited and a link to the license is included in attribution. No derivative works are permitted under this license.

                History

                Education,Psychology,Vocational technology,Engineering,Clinical Psychology & Psychiatry
                gender biases,women in STEM,virtual reality,games

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