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Im Not a Real Doctor, but I Play One in
Virtual Reality: Implications of Virtual
Reality for Judgments about Reality
Virtual reality (VR) has the potential to involve users in sensory worlds that
are indistinguishable or nearly indistinguishable from the real world. In
addition, virtual reality environments may even merge with the real world:
Michael Shapiro is assistant professor and Ilaniel McDonald is associate professor in the
Ikpartment of Communication, Cornell Liniversity, Ithaca. New York. The authors wish to
thank Geri Gay for contributing ideas and suggestions to this paper.
Copyright 0 1992 .JozirrialqfCommunication 42(4), Auturnn. 0021-9916/9L/$O.O+.Oj
94
Symposzum 1Reulzty,/zrdgments
include virtual reality; and (d) show how virtual reality will be an iinportant
tool for investigating these effects in ways not now possible.
Although this article focuses on communication and social psychology
research, those are obviously not the only relevant bodies o f scholarship.
The debate about the meaning o f real is at least as old as recorded philoso-
phy. Empiricism, rationalism, realism, and dualism are just a few o f the rele-
vant philosophical positions that could inform such a discussion. Even a
cursory treatment of this debatcl is both beyond the scope o f this article and
the scope o f our expertise. We limited the scope of tliis article t o the social
psychological evidence about how people decide what is real.
There are few attempts within the social psychology literature t o explicitly
define rcal. However, two general types of realities seem to emerge. First,
there is the notion of ph.y.sical reality. Objects, including people, a r e physi-
cally (or oljectively) real if their physical existence ca.n be verified by most
firsthand chservers. Real events are a verifiable series of object movcments
through time and space. This concept of reality is used w h m discussing
errors in reality judgment. An individuals belief that objects and events have
pliysical reality when they do not, may be based on an internal, unmediated
perception, as in hallucinations, o r on mediated accounts, as in hoaxes.
Another type of reality seems t o tie a variable in much o f the literature on
the construction o f social reality. In this case, representations-depencling
on how much information they provide-have some reality. For example, a
picture o f an airplane isnt a physical airplane, but it does provide a certain
amount of information about an airplane. An actor playing a doctor on tele-
vision isnt a real doctor, but people may perceive him o r her as providing
information about doctors. In this article we also group the reality o f con-
cepts with this informalion realil_y.Government,for example, isnt really a
physical object as much as it is a concept that contains shared information.
lhe most extreme manifestation of information reality (so fiir mostly fic-
tional and theoretical) may be cyberspace, in which all truly physical objects
disappear and only information remains (Benedikt, 15)91).
Unlike physical reality. the amount o f information reality in a representa-
tion is a function of a single olisei-vers perception. However, both types of
realities may play a role in a specific situation. For example, people who
panicked after hearing a science fiction radio program did so hecause they
believed the program was describing physical reality, and because they
believed the representation contained information.
Virtual reality has the potential to both replicate the sensory information
of the physical world and provide information in ways that go far beyond
current representational systems. As a result, its important to explore what
we know about both notions o f reality.
Finally, note that only a few studies have directly addressed what people
actually mean when they say something is real.These studies focus pri-
marily on child development issues and there is little consensus in the litera-
ture (see, for example, Dorr, 1983; Prawat, Anderson, & Hapkeiwicz, 1989).
lournal ofComrnunication,Autumn 1992
Starting early in this century, writers and social critics worried that tlie new
inass audience f o r newspapers, literature, and movies woulcl uncritically
ac:cept as r e d depictions o f previously unknown way:8 of life (Lowentlial.
10x4). Critics were particularly concerned d m u t the influence of newspa-
pers and comic supplements o n children, who were nelieved t o he unable
t o distinguish hetween reality and fantasy (Howard, l(Il2; Vcilcox, 1900).
The technologies introduced a t the turn of the century-including the
teleplione, the phonograph, m c l motion pictures-got mixed reviews. Some
thought they woulcl have ;I democratizing effect by exposing people t o clif-
ferent ideas, lifestyles, and people (Cantril ti: Allport, 1935; Cooley, 1902;
Vorse, 1911). I3ut others saw these new media as largely negative. For
example, Mcrnsterlxrg ( 1916), prolxihly the Ixst known and most credible
o f the early academic investigations, suggests that the motion picture liad a
tris,i;ilizing influence h y h i n g i n g people into contact arith things tliat are
not worth knowing (p. 184).
of the world (Gerbner, Gross, Morgan, & Signorielli, 1986; Gerbner, 1990).
While both the theoretical and methodological details of cultivation have
been severely challenged (for brief reviews, see Condry, 1989; Cook,
Kendzierski, & Thomas, 1983; and Rubin, Perse, & Taylor, 19881, cultivation
claims inspired many investigations of the construction of social reality. The
primary assumption in these studies was that the steady accumulation o f
mass media experiences over time could influence the reconstruction of
reality (Hawkins & Pingree, 1982).
Studies found a variety of influences o n the reconstruction process. These
included direct and interpersonal experience (Elliott & Slater, 1980; Pingree,
1978; Kubin, Perse, & Taylor, 1988); perceived reality (Greenberg & Reeves,
1976); type o f program viewed (Potter, 1991); content of the program
(Bryant, Carveth, & Brown, 1981); personality (Wober & Gunter, 1986);the
impact of specific characters (Greenberg, 1988; Reep 81 Dambrot, 1989); the
familiarity of social groups (Slater, 1990); and a variety of other factors. In
fact, so much is known about when the media influence reconstruction that
a full discussion is well beyond the scope o f this article.
Far less, however, is known about the psychological mechanisms
involved (Hawkins 8; Iingree, 1990). A learning-theory mechanism has not
been very successful (Hawkins, Pingree, & Adler, 1987; Potter, 1991).
Another theory, one that has some support but that w e find limited and
somewhat speculative, claims that both emotional and cognitive information
may be used in a variety of unconscious mental processes t o decide what
information is relevant to a particular reconstruction (Shapiro & Lang, 1991).
The theoretical and empirical investigations from 1900 o n are remarkably
consistent about the reconstruction of reality. First, the mass media are used
to develop attitudes toward real objects. Also, media experiences may accu-
mulate over time and influence reconstruction in a variety o f ways. In addi-
tion, mediated information with which the individual has had little or no
direct contact and thus n o clear method of evaluating are the most likely t o
influence reconstruction. Such material presented within a generally Familiar
context is especially likely t o be used in reconstruction. Mediated communi-
cation is most likely t o influence reconstruction when its original presenta-
tion was accompanied by stress or emotional excitement. Finally, models of
how communication influences the reconstruction process, especially psy-
chological mechanisms, are in their infancy and mostly speculative.
98
Symposzum 1Reulzty,/zrdgments
h v e gone a step further and reacted t o movie images as if they were real.
Palmer (1909) recounts the stoiy o f a ,Montana nian who fell asleep in ;I
motion picture theater and, when lie awoke, mistook ;I motion picture
image of a bear for an actual bear and fired ;I gun. Most film histories
recount the tale o f the first public motion picture exhillition b y the Lumiere
txothers in which terror ensued as audience inernhers confused a motion
picture of a train f o r a real train and fled from the theater.
101
Journal qf <;ommzinztution,Autzhmn 1992
Condry (1989) suggests that real events sometimes demand action, while
obviously fictional events can usually lie enjoyed vicariously. Even with the
qualifiers, that distinction is probably too restrictive. Fictional stories can
form a n environment of cultural, social, and even physical truths when
there is nothing literally real in them (Gerbner, 1990). And apparent reality
102
Symposzum 1Reulzty,/zrdgments
and nonreality are often freely mixed in media presentations. That really
appears to be Miami on television, or at least an electronic image of parts of
Miami recorded at some earlier date and perhaps modified electronically.
Some viewers may want t o copy some aspects of the social relationships
depicted. Drug smuggling really is a social problem and is often violent. Rut
the events never really happened, the people are actors, and the exploding
boats are plywood mock-ups.
Perhaps more useful is an evolutionary approach that suggests that .there
is a survival advantage t o constructing a social reality that corresponds to
some objective reality (Shapiro & Lang, 1991, p. 689). Even before the birth
o f language and writing, it was probably functional t o keep dreams and
visions separate from reality. While visions may have been important to
shamans, they could not eat imaginary game. Failing to distinguish between
the real and the nonreal could have a variety of unfortunate consequences.
On the other hand, it was also important t o survival t o act quickly t o
respond t o danger, even if the sensory evidence (e.g., a noise in the brush)
was minimal. with the development of agriculture and growth of cities, it
became imperative for people t o develop a socially constructed reality so
that large numbers could live in relative harmony. Communication played a
key role in construction o f those social realities (Berger 81 Luckmann, 1967;
E-Iolzner,1968; Jaynes, 1976).
Toddy, monitoring our environment is often accomplished through the
media. Through the media, we can monitor threats and acquire inforniation
that can enhance both our physical and social environment. Some of that
information is likely to be available in material ordinarily labeled fiction as
well as in material labeled real (e.g., the news).
<If course, :i viewer does not see real Miami on television. It is an electronic image of Miami,
which has been distorted, altered, even constructed during editing and postproduction A viewer
may see a Miami that is a combination of Miami as it has looked in the last 5 years, including a
building that no longer rxists. It may also include Doca Raton, Hollywood, or any area of South
Florida o r California or even the Caribbean. I n other words, nothing is really realon television.
It is all constructed. However, the average viewer is only vaguely aware o f just how much o f
what they see is constructed. In Fact, even at the university level, students o f television have a
h:ird time learning that once on videotape, there is no reality. What is important in this context is
what the viewer perceivrs as real.
We have deliberately suggested that the importance of distinguishing between reality and nonre-
ality would appear early in hominid evolution. Jaynes (1976) spc tes that fuzziness in the dis-
tinction between reality and nonreality was tied to the development o f language and writing.
Even if this is tnie, Jaynes sees this as a particular and temporary stage-that is, relatively short-
lived in evolutionary terms-in our development. One might, in fact, accept Jayness thesis and
see the post-bicameral mind as having evolved to make possible our distinguishing between the
real and the unreal in spite ofthe development of language.
103
./ournal of Communication, Autumn 199.2
A complete discussion of signal-detection theory is beyond the scope of this article. Many
introductory texts on inforrnation processing, perception, and memory discuss the basics ot
signal detection. See, for instance, Swets (1964) and Zeichmcister and Nyberg (1982).
104
Symposzum 1Reulzty,/zrdgments
105
Journal of Communzcation,Autumn 1992
In the future, elements of virtual reality are likely to find their way into a
variety of mass media. In talking about virtual reality we accept Steuers def-
inition: a remote or artificially constructed environment in which one feels
a sense of presence, as a result of using a communication medium (Steuer,
1992). Virtual reality is likely to fundamentally change the audiences experi-
ence. Viewers of documentaries and news may be able to feel as if they are
on the streets of Beirut as militias shell each other or as if they are on an
African plain in the middle of a herd of elephants. Fiction viewers may feel
like they are in the midst of the action. Fantasy games will evolve to the
point where members of virtual reality audiences will have enough sensory
input to feel as if they really are the heroes trying to find their way through
the dungeon. Computer games and simulations will be far more realistic
and engaging. Of course, the new abilities will probably result in media
forms we cant imagine now.
Virtual reality appears to be different from conventional mass media in at
least two ways. First, the audience members sensory experience can be
much more like the sensory experience of the real physical world. Second,
and related to that, is an effect called immersion. Audience members can
feel much more like they are part of-perhaps even actors in-events, and
not just observers. An added twist is that not only will audience members
be immersed in computer-related reality, but the computer interface and
computer-created artifacts may become part of our physical reality. We will
discuss these one at a time.
106
Symposzum 1Reulzty,/zrdgments
current media. The fundamental question raised by a n ideal virtual reality is:
Will the increased sensory richness influence reality judgments?
sensory richness of an ideal virtual reality may still influence reality con-
struction and reconstruction. One possible influence o n construction is that
sensory richness will tend to tie u p mental capacity, reducing what is avail-
able for assessing the reality of an object or event. Given the biases dis-
cussed earlier, that may make it more likely that objects and events will be
accepted as real. At the very least it raises questions about how these
processes work.
However, perhaps the most likely effect o f increased sensory richness will
be on the unconscious mechanisms that may use information accumulated
over time to influence reconstruction. Some investigators have suggested,
for example, that televisions sensory resemblance to real life may influence
physiological and unconscious cognitive mechanisms and make it more
likely that memories of television events will be judged as real events than
less sensorially rich experiences (Shapiro Clr Lang, 1991). If so, a n ideal vir-
tual reality, with its even greater sensory resemblance to natural reality
should be even more likely to lead to such reality monitoring errors, espe-
cially if stress that occurs during construction biases judgments toward real-
ness before storing the memory. Indeed, an ideal virtual reality, with its abil-
ity to infinitely vary the amount and type of sensory information, would be
a n ideal test bed for such theories.
108
Symposzum 1Reulzty,/zrdgments
Testing Reality
If all the usual perceptual cues indicate that what a person is experiencing
is real and the person has the feeling of actually being part of the events,
just how does someone in an ideal VK environment distinguish what is real
from what is not real?
O n e answer is that experience m d thought cues are probably more
important than perceptual richness. For example, the users tneinory o f
entering the VR environment can serve as a cue that the VK experience is
not real. In addition, VR events-even perceptually real ones that theoreti-
cally could happen in the real world-may be judged impossible or
unlikely. N o matter how real the experience seemed, most people would
know that they werent really driving a Ferrari and hadnt suddenly become
incredibly attractive to members o f the opposite sex. That doesnt mean that
such experiences couldnt change us in ways not now possible. For exam-
ple, a man using a n ideal virtual reality w h o experiences the full sensory
experience as a woman will almost certainly be changed by the experience
(for other examples, see Stone, 1991).
Another possible way t o distinguish a n ideal virtual reality from reality is
to test that virtual reality either mentally or physically. In some ways such
tests are sitnilar to the kinds o f external or internal checks people made
ahout War ofthe Worlds. The ultimate test for a truly ideal virtual reality
would be to leave the virtual environment. Is this real? Lets turn it o f f and
find out. A less drastic test in :I truly ideal virtual reality would be t o men-
t:illy test. Do I remember turning o n the inachine and entering this virtual
reality?
109
lournu1 of Communzcatzon, Autumn 1992
Of course, as the virtual reality becomes less ideal, the tests become eas-
ier. As Dennett (1991) points out, it is unlikely that any artificial environ-
ment could ever keep up with the combinatorial explosion of possibilities
that human actions can take. In fact, one good criterion for the idealness of
a virtual environment might well be how difficult it is to devise tests that
force it to respond in some nonnatural way. Thus, any mediated experience
can be ranked somewhere along a continuum from easy to reject as not
real, to more difficult.
However, there are some critical assumptions here. This argument
assumes that it is important enough to the user to expend the time and
mental effort to test whether an experience was real either in real time or in
retrospect and that the mental capacity to test this is available. Under the
pressure of everyday conditions, we dont always have the resources avail-
able or the motivation to make those resources available. In addition, a
cost-benefit analysis might indicate that it is either better to err on the side
of believing what might be an illusion or that the consequences of an error
arent worth the expenditure of time and other resources. Moreover, some
users may find the VR environment so attractive and spend so much time in
it that it becomes their reality.
In addition, many o f these tests assume that the user has enough real
experiences to allow him or her to make valid judgments about various
aspects of the VR experience. But just as television fiction viewers some-
times forget that the actors they are watching arent real, and may, for
instance, sometimes approach actors who play doctors for medical advice,
heavy VR users may get lost in the VR environment. This seems especially
likely in the case of children, who have less knowledge and fewer skills
than adults in making sophisticated judgments about what is real.
Another critical assumption is that there is a social contract not to create
situations in which virtual reality appears to be suddenly altered in a way
that makes it exceedingly difficult for the user to test whats real and whats
not. For example, what if in the middle of a virtual reality simulation a gun-
man appeared to walk in, appeared to shut off the computer running the
simulation, and told the user to lie on the floor or be shot. Testing reality
here means potentially getting shot. Another possibility would be a virus
that used what appeared to be an ordinary error message to indicate that
the VR computer was malfunctioning (when it really wasnt) and instructed
the user to do something to the machine which would in essence destroy it.
New Directions
New mass media have always demanded new skills and sophistication from
the audience. Virtual reality also is likely to significantly complicate our
judgments about reality (Rheingold, 1991). At the same time, VR technolo-
gies may help us explore when judgments about reality are important, how
we make judgments about reality, what kinds o f errors we make, and what
are the consequences of those errors.
110
Symposium / Kculity Judgments
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