A new study indicates that people become more utilitarian (save more lives) when viewing a moral dilemma in a virtual reality situation, as compared to reading the same situation in text.
Abstract.
Although research in moral psychology in the last decade has relied heavily on hypothetical moral dilemmas and has been effective in understanding moral judgment, how these judgments translate into behaviors remains a largely unexplored issue due to the harmful nature of the acts involved. To study this link, we follow a new approach based on a desktop virtual reality environment. In our within-subjects experiment, participants exhibited an order-dependent judgment-behavior discrepancy across temporally-separated sessions, with many of them behaving in utilitarian manner in virtual reality dilemmas despite their non-utilitarian judgments for the same dilemmas in textual descriptions. This change in decisions reflected in the autonomic arousal of participants, with dilemmas in virtual reality being perceived more emotionally arousing than the ones in text, after controlling for general differences between the two presentation modalities (virtual reality vs. text). This suggests that moral decision-making in hypothetical moral dilemmas is susceptible to contextual saliency of the presentation of these dilemmas.
Yes. Real human lives, which are indicated in a text based question, are sacred quantities. Virtual lives – especially if perceived as avatars – are not sacred quantities. There might be a cost ,depending on the context (it's 'mean') , but measurable and comparable.
To what extent were participants encouraged to answer the question as though there were real people, and not virtual people or avatars? Even with extensive coaching, it might be difficult to suspend the conditioned insensitivity we need for playing video games. (Did they look at the effect, if any, of previous video game experience?)
THe simulations look like they might have been developed using the tech from Half-Life 2, but with terrible quality animations. If the simulations were highly immersive, I might freak out because zombies. They also look less realistic than sequences seen in a number of popular violent video games (some of which offer considerable applications to apply utilitarian or unutilitarian choices.
Telling people with no exp. on violent video games to play Mass Effect all the way through, and record all their choices, and hesitations might be interesting for the cost.