Games that simulate reality bring home humanity’s impact on nature for kids.
In a minute, she’s handed a joystick that looks and vibrates like a chainsaw, and she’s asked to cut down a tree. As she completes the task, she feels the same sort of resistance she might feel if she were cutting down a real one. When she leaves this forest and re-enters the “real” world, her paper consumption will drop by 20 percent and she will show a measurable preference for recycled paper products. Those effects will continue into the next few weeks, and researchers hypothesize it will be a fairly permanent shift. By comparison, students who watch a video about deforestation or read an article on the subject will show heightened awareness of paper waste through that day, but they will return to their baseline behavior by the end of the week.
The tree-cutting study is one of many that Stanford University has conducted in its Virtual Human Interaction Lab over the last several years in an attempt to measure the extent to which a simulated experience affects behavior. And it’s part of a growing body of research that suggests that virtual experiences may offer a powerful catalyst for otherwise apathetic groups to begin caring about issues and taking action, including on climate change. That’s important, because while time spent in nature has been proven to be quite beneficial to human health, whether or not humans repay the favor tends to rely on the type of nature experiences they have in their youth.
In a 2009 study published in the journal PLOS ONE, researchers from the University of Pretoria, in South Africa, found that although people who spent time hiking and backpacking were more willing to support conservation efforts a decade or more later, those who had visited national parks or spent time fishing as kids were actually less inclined to do anything to support the environment.
An earlier (2006) study on the relationship between nature experiences and environmentalism found that those who had spent their youth in “wild” nature, defined as hiking or playing in the woods, were more likely to be environmentalists as adults; those who had been exposed to “domesticated” nature — defined as visits to parks, picking flowers, planting seeds, or tending to gardens — were not. Given the unlikelihood of every child having a “wild” nature experience, researchers are on the hunt for other ways to cultivate environmentally responsible behavior.
Climate change, like many large-scale environmental issues, is a problem over which few people feel they have a direct impact — for better or worse. As researchers Sun Joo (Grace) Ahn and Jeremy Bailenson wrote in a forthcoming paper in the journal Computers and Human Behavior, individual actions taken at a micro-scale, like failing to recycle paper or support certain policies, can contribute over time to negative environmental consequences, like deforestation, which in turn affects climate trends over many years. But the long time frames and vast scale create a dangerous disconnect. While 97 percent of peer-reviewed scientific research points to human activities as a primary contributor to climate change, only half of Americans see the link.
Proponents of virtual reality think it could help drive home the impacts of climate change and make people feel empowered to do something about it. “When individuals feel that their behaviors directly influence the well-being of the environment, they are more likely to be concerned about and actively care for the environment,” Ahn and Bailenson wrote.-The Magazine
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