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(Not) alone in the world: Cheating in the presence of a virtual observer

Published online by Cambridge University Press:  14 March 2025

Jantsje M. Mol
Affiliation:
Tilburg School of Economics and Management, Tilburg University, PO Box 90153, 5000 LE Tilburg, The Netherlands Present Address: Institute for Environmental Studies (IVM), Vrije Universiteit Amsterdam, De Boelelaan 1087, 1081 HV Amsterdam, The Netherlands
Eline C. M. van der Heijden
Affiliation:
Tilburg School of Economics and Management, Tilburg University, PO Box 90153, 5000 LE Tilburg, The Netherlands
Jan J. M. Potters*
Affiliation:
Tilburg School of Economics and Management, Tilburg University, PO Box 90153, 5000 LE Tilburg, The Netherlands
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Abstract

We conducted an experiment in a high-immersive virtual reality environment to study the effect of the presence of a virtual observer on cheating behavior. Participants were placed in a virtual room and played 30 rounds of a cheating game without a chance of their cheating being detected. We varied whether or not a virtual observer (an avatar) was present in the room, and, if so, whether the avatar was actively staring at the decision maker or passively seated in a corner watching his smartphone. Results display significantly less cheating with an active than with a passive avatar, but not less cheating than in a control condition without an avatar. This suggests that an active (virtual) observer can intensify reputational concerns, but that the presence of someone passive and uninterested may actually alleviate such concerns.

Information

Type
Original Paper
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution (CC-BY) license (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted re-use, distribution, and reproduction in any medium, provided the original work is properly cited.
Copyright
Copyright © The Author(s) 2020
Figure 0

Fig. 1 Slot machine in virtual pub environment

Figure 1

Fig. 2 The three steps in the adapted mind game

Figure 2

Fig. 3 Avatar used in the Passive (left) and Active (right) treatment

Figure 3

Fig. 4 The field of view of subjects in the Active treatment

Figure 4

Table 1 Descriptive statistics

Figure 5

Fig. 5 Distribution of total foresight in experiment in relation to honest players Note: Reference line shows the threshold for statistically significant cheating (F=0.67)

Figure 6

Fig. 6 Boxplot of mean foresight F over 30 rounds per treatment Note: White lines indicate medians, boxes indicate interquartile ranges, dashed reference line indicates perfect honesty

Figure 7

Table 2 Random effects GLS regression on panel data of foresight f

Figure 8

Fig. 7 Trend of foresight F over 30 rounds, by treatment

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