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contactVIRT SIGNED

Intergroup Contact in Virtual Reality: Comparative Effects of Two Contact Strategies on Reducing Prejudice and Increasing Trust Between Catholics and Protestants in Northern Ireland

Total Cost €

0

EC-Contrib. €

0

Partnership

0

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 contactVIRT project word cloud

Explore the words cloud of the contactVIRT project. It provides you a very rough idea of what is the project "contactVIRT" about.

similarity    groups    scholars    outgroups    relative    mechanisms    extend    mixed    ingroup    embodiment    contact    inducing    primary    identification    confusion    catholics    strategies    prejudice    conversely    protestants    environments    avatar    scenario    safe    seem    environment    perspective    social    identity    vr    combines    computer    interactions    recategorisation    relevance    catholic    theoretical    society    post    group    effectiveness    area    technologies    successful    intergroup    communication    segregated    examined    framework    mediated    virtual    offers    relatively    outside    derive    recognised    members    mainly    empathy    versus    scientists    conflict    explored    overcome    superordinate    primed    clear    transient    protestant    reducing    outcomes    customization    producing    grow    respect    contexts    scarce    compare    lasting    ireland    hence    outgroup    innovative    northern    communities    inclusive    trust    literature    strengths    faced   

Project "contactVIRT" data sheet

The following table provides information about the project.

Coordinator
THE QUEEN'S UNIVERSITY OF BELFAST 

Organization address
address: UNIVERSITY ROAD LANYON BUILDING
city: BELFAST
postcode: BT7 1NN
website: www.qub.ac.uk

contact info
title: n.a.
name: n.a.
surname: n.a.
function: n.a.
email: n.a.
telephone: n.a.
fax: n.a.

 Coordinator Country United Kingdom [UK]
 Total cost 224˙933 €
 EC max contribution 224˙933 € (100%)
 Programme 1. H2020-EU.1.3.2. (Nurturing excellence by means of cross-border and cross-sector mobility)
 Code Call H2020-MSCA-IF-2018
 Funding Scheme MSCA-IF-EF-ST
 Starting year 2019
 Duration (year-month-day) from 2019-09-01   to  2021-08-31

 Partnership

Take a look of project's partnership.

# participants  country  role  EC contrib. [€] 
1    THE QUEEN'S UNIVERSITY OF BELFAST UK (BELFAST) coordinator 224˙933.00

Map

 Project objective

Intergroup contact is widely recognised among social scientists as a means to overcome prejudice between social groups. However, contact is less likely to occur in highly segregated contexts such as the post-conflict society of Northern Ireland, where Catholics and Protestants grow with relatively scarce contact with members outside their own group. Faced with this scenario, scholars have examined computer-mediated contact with relatively successful outcomes. Although virtual reality (VR) technologies have been less fully explored in this respect, it offers great potential for contact by way of avatar communication in a safe environment. The scarce literature in this area has associated VR interactions with empathy and trust towards outgroups. These effects derive mainly from two strategies: perspective taking (e.g., making users to adopt an outgroup avatar), and recategorisation (e.g., inducing an inclusive-superordinate identity among ingroup/outgroup members). Conversely, the mechanisms by which VR-contact may be effective are less clear as other similar studies have obtained mixed results. A potential confusion in the effects produced by avatar customization (similarity identification, embodiment), and the relevance of the primed superordinate identity (transient or lasting) for group members, seem to affect contact outcomes. This proposal has a primary objective of testing the effectiveness of VR-contact in reducing prejudice and promoting trust between members of the Catholic and Protestant communities in Northern Ireland. Specifically, this research will compare the relative strengths of perspective taking versus recategorisation, evaluate the mechanisms of avatar customization, and advance a research framework of contact in VR environments for successful contact effects. Hence, this research will extend the field by producing theoretical advances in an innovative area which combines communication technologies and intergroup contact.

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