You are on page 1of 17

Journal of Environmental Psychology 32 (2012) 260e276

Contents lists available at SciVerse ScienceDirect

Journal of Environmental Psychology


journal homepage: www.elsevier.com/locate/jep

Effects of signals of disorder on fear of crime in real and virtual environments


Alexander Toet*, Martin G. van Schaik 1
TNO, Kampweg 5, 3769 DE Soesterberg, The Netherlands

a r t i c l e i n f o a b s t r a c t

Article history: Despite the fact that virtual environments are increasingly deployed to study the relation between urban
Available online 23 April 2012 planning, physical and social disorder, and fear of crime, their ecological validity for this type of research
has not been established. This study compares the effects of similar signs of public disorder (litter,
Keywords: warning signs, cameras, signs of vandalism and car burglary) in an urban neighborhood and in its virtual
Public disorder counterpart on the subjective perception of safety and livability of the neighborhood. Participants made
Fear of crime
a walking tour through either the real or the virtual neighborhood, which was either in an orderly
Virtual environment
(baseline) state or adorned with numerous signs of public disorder. During their tour they reported the
Ecological validity
Simulation
signs of disorder they noticed and the degree to which each of these affected their emotional state and
Public safety feelings of personal safety. After finishing their tour they appraised the perceived safety and livability of
the environment. Both in the real and in the simulated urban neighborhood, signs of disorder evoked
associations with social disorder. In all conditions, neglected greenery was spontaneously reported as
a sign of disorder. Disorder did not inspire concern for personal safety in reality and in the virtual
environment with a realistic soundscape. However, in the absence of sound disorder compromised
perceived personal safety in the virtual environment. Signs of disorder were associated with negative
emotions more frequently in the virtual environment than in its real-world counterpart, particularly in
the absence of sound. Also, signs of disorder degraded the perceived livability of the virtual, but not of
the real neighborhood. Hence, it appears that people focus more on details in a virtual environment than
in reality. We conclude that both a correction for this focusing effect and realistic soundscapes are
required to make virtual environments an appropriate medium for both etiological (e.g. the effects of
signs of disorder on fear of crime) and intervention (e.g. CPTED) research.
Ó 2012 Elsevier Ltd. All rights reserved.

1. Introduction for this type of studies has not yet been established. A simulated
environment can be considered ecologically valid when it evokes
Computer simulations have become indispensable tools to cognitive, emotional and affective user responses that are similar to
communicate design and planning impacts and to investigate those that would be evoked by a real equivalent. In practice, most
human perception of built environments. Virtual environments are simulations are still shown on desktop systems in uncontrolled
also increasingly deployed to study the effects of environmental conditions, where full ecological validity is seldom achieved
qualities and interventions like CPTED (“Crime Prevention Through (Bishop & Rohrmann, 2003). However, full ecological validity is not
Environmental Design": Cozens, Neal, Hillier & Whitaker, 2004; strictly required to study the effects of physical or social interven-
Cozens, Neal, Whitaker & Hillier, 2003; Cozens, Waters & Neale, tions in a built environment on human behavior. For most purposes
2002; Kavakli, Kavakli & Gao, 2004) on human behavior and feel- it suffices if the virtual interventions affect relevant human
ings of safety in built environments (Cozens et al., 2004; Cozens, emotions and behavior in a similar way as their real-world equiv-
Neal, et al., 2003; Cozens, Neale, & Hillier, 2003; Cozens et al., alents (van Hagen, 2011). Moreover, too much realism may even
2002; Park, Calvert, Brantingham, & Brantingham, 2008; Park, work counterproductive when small deficiencies in the simulation
Spicer, Guterres, Brantingham, & Jenion, 2010; Smith & Carter, distract the users (an effect which is similar to the Uncanny Valley
2010). However, the ecological validity of virtual environments effect for simulated human characters: Mori, 1970).
The affective appraisal of built environments has previously
been investigated through drawings, photographs and slides,
* Corresponding author. Tel.: þ31 8886 65838; fax: þ31 346 353977.
interactive panoramas, and (static or dynamic) virtual environ-
E-mail addresses: lex.toet@tno.nl, lextoet@gmail.com (A. Toet),
martin.vanschaik@tno.nl (M.G. van Schaik). ments (Nasar, 2008). Studies indicate that responses to color slides
1
Tel.: þ31 8886 65990. or photos reflect on-site experience more accurately than responses

0272-4944/$ e see front matter Ó 2012 Elsevier Ltd. All rights reserved.
doi:10.1016/j.jenvp.2012.04.001
A. Toet, M.G. van Schaik / Journal of Environmental Psychology 32 (2012) 260e276 261

to drawings or black-and-white photos (Nasar, 2008; Stamps III, 1.1. Disorder and perceived neighborhood quality
1993). Photographs and slides have been used to assess for
instance the impact of urban design (e.g. Stamps & Smith, 2002), Public disorder reflects erosion of social control and is typically
darkness (Hanyu, 1997, 2000; Herzog & Flynn-Smith, 2001) and associated with crime (Wilson & Kelling, 1982). Perceived disorder
graffiti (Austin & Sanders, 2007) on feelings of safety. Although the typically increases with observed disorder (Sampson & Raudenbush,
responses to photographs correlate with on-site evaluations 1999). As a result, signs of public disorder compromise the perceived
(Stamps, 2010), they are highly viewpoint dependent (Palmer & livability of an area, and inspire fear of crime (Perkins, Meeks, &
Hoffman, 2001). Also, photographs fail to capture the dynamics of Taylor, 1992; Perkins & Taylor, 1996; Skogan, 1990; Taylor, 1997,
a real environment and its context (Austin & Sanders, 2007). The 1999). Fear of crime is conceptualized here as an affective (mental)
context and viewpoint dependency issues can partly be resolved by state reflecting safety related concerns about possible street
the use of Quick Time Virtual Reality (QTVR) technology, in which victimization (Ferraro, 1994). Public disorder in urban environments
various 360 panorama photographs, taken at different locations is a robust ecological construct that can be reliably measured
can be stitched together to create a virtual representation of an (Sampson & Raudenbush, 1999).
environment. QTVR technology has been used to probe passengers’ Public disorder encompasses both physical and social disorder.
feelings of personal safety in railway station environments (Cozens Physical disorder includes items like dilapidated housing,
et al., 2004, 2003; Cozens, Neale, et al., 2003; Cozens, Neale, vandalism, litter and vacant lots, while social disorder includes
Whitaker, et al., 2003; Cozens, Neale, Hillier, et al., 2003). phenomena like loitering youths, rowdy behavior, public drunk-
However, these simulations do not allow continuous walkthroughs, enness, drug sales and prostitution. This study investigates the
do not include ambient sounds, and have not been validated against effects of signs of public disorder (i.e. physical disorder and cues of
data obtained in corresponding real environments. Smith & Carter, social disorder such as warning signs and CCTV cameras) on the
2010 used a desktop virtual environment to train awareness of anti- subjective appraisal of respectively a real and a simulated urban
social behavior prior to real-world exposure. Their simulation neighborhood. Both neighborhoods are appraised on dimensions
represents an urban area with added indicators of anti-social like perceived livability, social disorder, and personal safety, both
behavior like graffiti, damaged bus shelters and buildings, litter before and after the introduction of signs of disorder. If these
and rubbish, escort cards in phone boxes, and abandoned cars. interventions affect the appraisal of the virtual neighborhood
However, the rendering of the environment is not fully photo- similarly as the appraisal of its real counterpart, virtual environ-
realistic and the simulation includes no sound. Also, the simulation ments may be ecologically valid instruments for studying the effects
has not been validated against a similar real-world environment. A of different attributes on the affective appraisal of built environ-
recent series of studies used virtual environments to investigate the ments. This would for instance enable the use of virtual environ-
effects of environmental cues signaling high risk of victimization on ments to identify the relative importance of different incivilities,
personal feelings of safety (Park, 2008; Park et al., 2011, 2012, 2008, and to study the effects of litter and graffiti reduction measures, or
2010; Park & Calvert, 2008). One of these studies addressed the the installment of decorations, benches or plantings, on fear of
ecological validity of a virtual environment for this type of research crime, avoidance behavior, and quality of life (Dunstan et al., 2005).
(Park et al., 2010). It was found that the effects of graffiti, murals, and
boarded-up broken windows on feelings of personal safety of local 1.2. Sound and perceived simulation quality
residents were similar in reality and in a virtual model of the area.
The degree of impact of the signs of disorder differed between the Auditory perception determines to a large extent the way we
real and simulated environments, since people paid more attention experience and emotionally respond to our environment (Irwin,
to their surroundings in the virtual than in the real environment. Hall, Peters, & Plack, 2011), and may therefore be essential to
However, the simulation does not include ambient sound. provide a simulation that is ecologically valid. Auditory background
Few studies actually compared human response to environ- noises and sound events are essential to establish a feeling of
mental interventions in both simulations and their real-world contact with and presence in an environment (Murray, Arnold, &
counterparts (Bishop & Rohrmann, 2003; Houtkamp & Junger, 2010; Thornton, 2000). Presenting a virtual world with an improperly
de Kort, IJsselsteijn, Kooijman, & Schuurmans, 2003; Schwebel, designed auditory interface is equivalent to creating a “virtual”
Gaines, & Severson, 2008; Wergles & Muhar, 2009; Zacharias, hearing impairment for the user (Gilkey & Weisenberger, 1995). The
2006). It was found that simulated lighting levels (Bishop & absence of sound in physical environments induces irritation,
Rohrmann, 2003; Rohrmann & Bishop, 2002), path choices aggression, stress, fear, anxiety, and feelings of isolation (discon-
(Zacharias, 2006), and road crossing opportunities (Schwebel et al., nectedness with the world: Murray et al., 2000). Computer-
2008) evoke similar responses as their real-world equivalents. mediated environments that lack sound may induce similar
Hence, in many respects virtual interventions appear to affect effects, since users expect that the visual events they perceive are
relevant human behavior in a similar way as their real-world accompanied by sounds, just like they are in reality. The absence of
equivalents, even though human reactions to simulations and to sounds is experienced as unnatural (i.e. it is a distracting factor).
corresponding real environments need not be identical in all aspects When inspecting soundless models of urban environments people
(van Hagen, 2011). spontaneously remark that they miss the common ambient sounds
This study investigates how signs of disorder affect the subjec- which typically make an environment ‘realistic’ or ‘lively’, like
tive perception of the safety and livability of both real and simu- traffic noise or people talking (Houtkamp & Junger, 2010). Sound-
lated urban neighborhoods. The main hypotheses tested were that scapes that provide a faithful spatial representation of common
signs of disorder (H1) evoke associations with social disorder, (H2) real-world sounds may therefore enhance the user’s experience of
inspire concern for personal safety, and (H3) degrade the perceived a mediated environment by increasing its naturalness, realism, and
livability, in both real and simulated urban neighborhoods. In richness (Serafin & Serafin, 2004). Studies on virtual environments
addition, the subjective experience of (orderly and disorderly) have indeed shown that the provision of sound enhances the
simulated urban environments was measured both with and acceptance and perceived realism of simulated environments,
without a soundscape. The hypothesis was that (H4) realistic while the absence of sound is frequently perceived as a deficiency
ambient sounds increase the convincingness of the simulation, in the simulation (Rohrmann & Bishop, 2002; Rohrmann, Palmer, &
thereby amplifying the effects of physical disorder. Bishop, 2000).
262 A. Toet, M.G. van Schaik / Journal of Environmental Psychology 32 (2012) 260e276

In the present study a characteristic stereophonic soundscape corresponded to the locations in reality. The items signal different
was recorded in a real urban environment, and was presented types of social incivilities (Caughy, O’Campo, & Patterson, 2001;
through headphones when showing its virtual counterpart. Head- Perkins et al., 1992), ranging from indifference (e.g. litter, trash, dog
phones were used since these provide more immersion than droppings) and loitering (e.g. empty beer cans, cigarette butts, fast-
speakers (Pettey, Campanella Bracken, Rubenking, Bunche, & Gress, food wrappers) to vandalism (broken bus shelter windows) and
2010). The soundscape contained the sounds of wind, birdsong, predatory crime (smashed car windows, crime watch signs, CCTV
people talking, children playing, traffic noise, and an occasional cameras, and camera surveillance signs). Additional trash and junk
plane overhead. The hypothesis (H4) is that a realistic soundscape
enhances the convincingness of the simulation, which leads in turn
to a more pronounced effect of signs of disorder on the appraisal of
the virtual environment.

2. Methods

2.1. Environment and route

The experiments concerned a small area in the town of Soes-


terberg, The Netherlands. The experimental area (Google Earth
coordinates 52 70 N, 5 170 3400 E: see Fig. 1) has a rectangular shape
and a total extent of about 200  200 m2. It is enclosed by roads on
four sides. The area contains blocks of houses, two squares with
parking places, benches, and statues, two playgrounds with
benches, and a network of pathways connecting the squares and
playgrounds (Fig. 2). All houses have a garden in the back, typically
enclosed with a wooden fence, with an exit door to a pathway. The
pathways are typically covered with tarmac, and bordered on both
sides with trees and shrubs. The houses are generally well main-
tained and quite uniform. The pathways and parks are reasonably
well kept. The experiments were deliberately performed in
a moderate socio-economic neighborhood, since there are indica-
tions that signs of disorder most effectively inspire fear of crime in
higher socio-economic neighborhoods (Begall, Kiewiet, Sapulete, &
Veldhuis, 2006; Steenbeek & Hipp, 2011).
The walking route that was designed had no intersections and
covered most of this area (Fig. 1a and c). The route included three
short segments of sidewalks along three different roads, several
footpaths, two squares, and two playgrounds. The route also
included one vacant house. The length of the entire walk was about
800 m (typically about 1200 steps). At a normal walking speed
(5e6 km/h) the entire route could be done in about 10 min.
Participants typically needed about 30e45 min, since their
inspection task required additional time.
A virtual counterpart of this environment was simulated in 3D
using the Unreal Tournament 2004 game-engine v2.5 (Epic Games
Inc.). The simulation was performed on Dell Precision 490 PC
computers, equipped with Dell 1900 monitors. Logitech Rumblepad
2 Gamepads were used for navigation. User movement in the
virtual environment was from a first-person viewing perspective
with walking motion supporting forward and backwards move-
ments and left and right rotation movements. User movement
speed was fixed and collision detection enabled to prevent users
from walking through objects. Typical sounds of the real environ-
ment (birds singing, cars passing by, children shouting, hammering
and drilling, and dogs barking) were recorded at several locations
in the area and at different times. These sounds were used to
generate a non-repeating virtual soundscape that was character-
istic for the environment. The soundscape was presented through
Sennheiser eH 150 headphones.
Fig. 1. (a) Aerial view of the modeled area of the town of Soesterberg, showing the
walking route (yellow line) and walking direction (small black arrows). (b) Corre-
2.2. Experimental items sponding top-view of the virtual environment. (c) Map with directions (white arrows)
used by the participants to find their way. Wide purple bars represents streets, narrow
A total of 42 experimental items (Table 1) were deployed at 34 orange lines represent pathways. The two light green squares with darker borders
represent small squares with benches and statues. The two light green squares with
locations (Table 2, Figs. 3e5) in both the real and virtual environ- darker borders and a dark green disc inside represent playgrounds with benches,
ments. Fig. 6 shows how these items were physically distributed over climbing tools, swings etc. (For interpretation of the references to color in this figure
the environment. The locations in the virtual environment legend, the reader is referred to the web version of this article.)
A. Toet, M.G. van Schaik / Journal of Environmental Psychology 32 (2012) 260e276 263

were deployed near a vacant house to enhance the impression of After every 4 trials an experimenter inspected the complete walk-
neglect. The items that are typically associated with neglect, indif- about to ensure that all physical incivilities that were part of this
ference, street youth and loitering, were previously collected at lit- experiment were still in their correct position, and that no addi-
tered public sites, and therefore had a realistic and weathered tional incivilities were inadvertently introduced. This procedure
appearance. Broken car glass and old car tires were obtained from ensured that the evidence of physical disorder was constant for the
a local used car dealer. Rusted bicycle frames and wheels were duration of the experiment.
obtained at a local junkyard. Mockup CCTV cameras and fake dog Before the start of the real-world experiments, city officials were
droppings were bought from a commercial supplier. Warning signs informed of the overall purpose and procedure of the study, and
were printed on cardboard, plasticized and nailed to trees and fences written permission was obtained to distribute litter, signs and
or wrapped around lampposts. For scoring purposes, five classes of mockup CCTV cameras over the experimental area during the
experimental items are distinguished: Litter, Vandalism, Car burglary, period of the experiments. Citizens living in the neighborhood were
Warning signs, and Cameras. In total, 16 experimental items repre- mailed a letter with information about the nature of the experi-
sented Litter (4 of which were dog droppings), one item represented ment, the period during which it would be performed, and the
Vandalism (broken glass in bus shelter), 3 represented Car burglary contact details of the experimenters. They were also kindly
(broken safety glass), 14 were Warning signs, and 4 were Cameras. requested not to remove or displace any items that were placed in
In the disorderly real-world condition, the experimenters their neighborhood for the purpose of the experiment, and not to
distributed the experimental items over the test neighborhood at approach the participants or to discuss the nature of the experi-
the start of each test day. Each item was placed at a fixed location. ment with them.
After the last trial on a test day the physical incivilities were For the simulation experiments, the experimental items were
removed. The (mockup) CCTC cameras and the different signs either photographed (e.g. litter, warning signs) or modeled as 3D
remained in place during the entire period of the experiments. virtual objects (e.g. CCTV cameras, dog droppings) and placed at

Fig. 2. Characteristic scenes from the real (left column) and virtual (right column) environment. (aed) Pathways between fences enclosing the backgardens of the houses in the
neighborhood. Notice the arrows marked on the ground with white chalk to indicate the walking route (a, b). (e, f) Entrance to a small square with parking. (g, h) A square with
benches and artwork, and surrounded by houses. (i, j) A playground.
264 A. Toet, M.G. van Schaik / Journal of Environmental Psychology 32 (2012) 260e276

Fig. 2. (continued).

their corresponding locations in the virtual environment using the Participants were also asked to estimate the prevalence of 12
Unreal game editor. different crimes and social incivilities that may be associated with
any signs of disorder they had noticed during their walk, on a 4-point
2.3. Questionnaires Likert scale (often, sometimes, almost never, don’t know; see Table 5,
adapted from Bureau Veiligheidsmonitor, 2009; see also Sampson &
2.3.1. General information Raudenbush, 1999). In addition, they were asked to indicate which
A General Questionnaire was used to gather information about two of the potential problems should be resolved with priority.
the age and sex of the participants. People tend to be more susceptible to signs of crimes and social
incivilities when they have personal victimization experiences
2.3.2. Personal safety and mental state (Austin, Furr, & Spine, 2002). We therefore measured personal
To investigate whether the experimental items (signs of victimization by asking the participants to indicate which of the 12
disorder) inspired fear of crime we measured how concerned the listed crimes and social incivilities they had experienced themselves,
participants were for their personal safety and to what extent these and when this had occurred (this year, last year, longer ago, never).
items affected their mental state. Hence, these measurements tap
the affective or emotional dimensions of fear (Ferraro, 1994). 2.4. Experimental procedure
Each time the participants noticed signs of disorder during their
walk they indicated their momentary concern for their personal 2.4.1. Real environment
safety by answering 7 questions related to the perceived personal The field study was performed during August and September
safety at their current location (on a 5-point Likert scale, ranging 2010, between the hours of 9 AM and 5 PM on weekdays. Weather
from 1 ¼ completely disagree to 5 ¼ completely agree: Table 3, conditions were mild and stable during the entire experimental
adapted from Begall et al., 2006; Blöbaum & Hunecke, 2005). period (temperature ¼ 18  3  C; relative humidity ¼ 70  18%;
Also, they also reported their momentary mental state by wind speed ¼ 4.5  1.7 m/s; no rain; partly overcast).
selecting one of 7 negative (agitated, angry, anxious, distressed), After their arrival at the laboratory, the participants first read
neutral (calm, relaxed) and positive (cheerful) affective terms and signed an informed consent form. Next, they filled out the
(adapted from Spielberger, 1983). General Questionnaire. Then they read the following instructions:
“The experiment will take place in an area of Soesterberg near the
2.3.3. Neighborhood safety
TNO lab, and will take about 45 minutes. Citizens living in this area
To test if the experimental items affected the perceived safety of
are concerned about the increasing physical disorder in their
the experimental neighborhood we asked the participants to rate
neighborhood. They intend to draft a plan of action to confront this
its livability and the prevalence of social incivilities. Hence, these
problem. After making an inventory of the different types of
measurements tap the cognitive appraisal of perceived risk
physical incivilities occurring in their neighborhood, the citizens
(LaGrange & Ferraro, 1989).
will prioritize the order in which these should be addressed.
After completing their tour through the neighborhood the
participants gave their impression of its livability (by answering 4 It is your task to make a tour through the neighborhood and assess
questions on a 5-point Likert scale, ranging from 1 ¼ completely the physical disorder in this area. You will receive a map of the area
disagree to 5 ¼ completely agree; Table 4, adapted from Bureau and a questionnaire. Your route is marked by arrows on the map.
Veiligheidsmonitor, 2009; Parsons et al., 2010). There are also arrows drawn with chalk on the ground. Each time
A. Toet, M.G. van Schaik / Journal of Environmental Psychology 32 (2012) 260e276 265

Table 1 Table 2
Experimental items, their connotations of physical and social disorder, and the Physical incivilities and signals of social disorder applied in the experiments. The
experimental classification. location numbers correspond to the sites were the items were deployed, as indicated
on the map in Fig. 6.
Experimental items Social Class
connotations Location nr Description of physical incivilities
Garbage bags Neglect, Litter 1 Sign on fence: “Attention! Neighborhood watch”
Cardboard boxes indifference 2 Garbage bag in shrubs.
Newspapers, flyers 3 Bicycle wreck in shrubs.
Plastic shopping bags 4 Empty beer cans in undergrowth.
Dog droppings 5 Empty beer cans in undergrowth.
Bicycle frame 6 CCTV camera and sign “Camera surveillance” on lamppost.
Bicycle wheels 7 Empty beer cans in undergrowth.
Cigarette butts Street youth, 8 Sign on fence: “Nothing in . Nothing out!”, broken
Empty beer cans loitering car side window glass near cars in parking lot.
Fast-food wrappers, boxes, paper cups 9 Empty cigarette boxes and empty beer cans near
Broken bus shelter windows Vandalism Vandalism bench, 3 mockup dog droppings near tree, plastic
Smashed car windows Predatory Car burglary bag wrapped in statue.
Neighborhood crime watch signs crime Warning signs 10 Garbage bags and two bicycle wheels outside
Signs that homes are garden entrance.
protected by private security services 11 Dog watch sign on fence: “I make it to the door
Signs that homes are protected by dogs in 4 s e how long do you need?”.
CCTV security cameras Cameras 12 CCTV camera and sign: “Camera surveillance” on
lamppost, fake dog droppings on pathway.
13 Car tire in undergrowth.
14 Fake dog droppings on pathway, plastic bags,
you notice a physical incivility (e.g. litter, dog droppings, broken car old newspapers and commercial flyers in undergrowth.
windows, etc.) during your inspection tour, you are requested to: 15 Old wet cardboard box in undergrowth.
16 Sign on fence: “Electronic security e 24 Home Care”.
17 Sign on lamppost: “Nothing in . Nothing out!”,
1. Make a photograph of the physical incivility you notice.
broken car side window glass near cars in parking lot.
2. Mark its location on your map. 18 Cigarette stubs, empty beer cans, and mockup dog
3. Enter a brief description of the incivility on your questionnaire. droppings around bench on small square.
4. Rate any momentary concerns for your personal safety inspired by 19 Mockup dog droppings on pathway.
the perceived incivility using the Concern for Personal Safety 20 Sign on tree trunk: “Nothing in . Nothing out!”,
broken car side window glass near cars in parking lot.
Questionnaire. 21 Empty beer cans around bench in playground.
5. Describe your current mental state by choosing one 7 affective 22 CCTV camera and sign: “Camera surveillance”
terms on the Affective State Questionnaire (agitated, angry, on lamppost, broken car side window glass on ground.
anxious, distressed, calm, relaxed, cheerful). 23 Mockup dog droppings on pathway next to
“No dog poop zone” sign.
Also, please register on your questionnaire each time you hear the 24 Sign on fence around playground: “Attention!
sound of cars, motorcycles, building activities, garbage trucks, dogs, Neighborhood watch”.
25 Empty beer cans in playground.
music, screaming or shouting, children playing.“
26 Garbage bag in undergrowth.
The brief introduction served to focus the participants’ attention, 27 Paper litter in undergrowth (old newspapers,
commercial flyers).
to increase their involvement, and to instill a serious attitude toward 28 CCTV camera and sign “Camera surveillance”
the experiment. Next, the experimenter verified if the participants on lamppost.
had understood their instructions, and accompanied them from the 29 Bicycle wheel in undergrowth.
laboratory to the start of the walkabout (about a 5 min walk). Then 30 Dog watch sign on fence: “Beware of the
dog e enter at your own risk”.
the participants received a digital photo camera and the printed
31 Empty beer cans in undergrowth.
questionnaires and started their walkabout, which they performed 32 Sign on fence: “Electronic security e 24 Home Care”.
at their own pace and unaccompanied. A minimum of 15 min was 33 Sign on fence: “Attention! Neighborhood watch”.
maintained between two successive walkabouts to ensure that 34 Broken safety glass near bus shelter.
participants would not meet with each other. At the start of each
trial the experimenter registered the outdoor temperature, relative
humidity, wind speed, cloudiness, and amount of precipitation.
“The experiment concerns an area of Soesterberg near the TNO lab,
After returning from their walkabout the experimenter accom-
and will take about 45 minutes. Citizens living in this area are
panied the participants back to the laboratory, where they filled out
concerned about the increasing physical disorder in their neigh-
the Neighborhood Livability Questionnaire (Table 4) and the Social
borhood. They intend to draft a plan of action to confront this
Incivilities and Personal Victimization Questionnaires (Table 5). On
problem. After making an inventory of the different types of
the Social Incivilities Questionnaire they also indicated which two
physical incivilities occurring in their neighborhood, the citizens
items should be confronted with priority. In addition, they indi-
will prioritize the order in which these should be addressed. To
cated how many times they had heard the sound of cars, motor-
enable a large number of people to give their opinion on the
cycles, building activities, garbage trucks, dogs, music, screaming or
physical disorder in this area, the concerned citizens have
shouting, children playing (frequently, occasionally, not at all).
commissioned a realistic and highly detailed computer model of
Finally, they were asked to report any particular features they had
their neighborhood.
noticed during their walkthrough.
It is your task to make a tour through this virtual model and assess
2.4.2. Virtual environment the physical disorder in this neighborhood. Your route is marked by
After their arrival at the laboratory, the participants first read arrows drawn on the ground. Each time you notice a physical
and signed an informed consent form. Next, they filled out the incivility (e.g. litter, dog droppings, broken car windows, etc.)
General Questionnaire. Then they read the following instructions: during your inspection tour, you are requested to:
266 A. Toet, M.G. van Schaik / Journal of Environmental Psychology 32 (2012) 260e276

Fig. 3. Warning signs (in Dutch) used in the experiment. (a) “Attention! Neighborhood watch”. (b) “Nothing in . Nothing out!”. (c) “Electronic security e 24 Home Care”. (d) “Camera
surveillance”. (e) “I make it to the door in 4 sec e how long do you need?”. (f) “Beware of the dog e enter at your own risk”.

1. Make a snapshot of the physical incivility you notice (by pressing Incivilities and Personal Victimization Questionnaires (Table 5). For
key F12). the Social Incivilities Questionnaire they also indicated which two
2. Enter a brief description of the incivility on your questionnaire. items should be confronted with priority in their opinion. Finally,
3. Rate any momentary concerns for your personal safety inspired by they were asked to report any particular features they had noticed
the perceived incivility using the Concern for Personal Safety during their walkthrough.
Questionnaire.
4. Describe your current mental state by choosing one 7 affective
terms on the Affective State Questionnaire (agitated, angry, 2.5. Participants
anxious, distressed, calm, relaxed, cheerful).”
Before starting the actual experiments, we performed two pilot
Next, the experimenter verified if the participants had under- trials in the real environment and two in the virtual environment,
stood their instructions, and started the simulation. The experi- with 4 different participants. These trials served to test if the
menter then explained the function of the gamepad, and gave the instructions were clear, if the participants could easily find their
participant the opportunity to practice maneuvering through the way through the environment, whether the signs of disorder were
virtual environment for a few minutes. Then, the experimenter salient enough to be noticed, and how much time they required to
gave the participants the printed questionnaires and positioned the perform their task.
point-of-view in the virtual environment at the starting location, The experimental sample consisted of 120 participants (6
facing the direction of the route. The participants then put on their groups of 20 each; 66 males and 54 females, average age 39
headphones (both in the sound and no-sound conditions) and years, range18e69). The participants were not familiar with the
started their walkthrough, which they performed at their own pace. urban area that was used in the experiments. Also, they were
After finishing their walkthrough, the participants filled out the unaware that the experimental items had been applied for the
Neighborhood Livability Questionnaire (Table 4) and the Social purpose of the experiment in the real-world condition.
A. Toet, M.G. van Schaik / Journal of Environmental Psychology 32 (2012) 260e276 267

The experimental protocol was reviewed and approved by TNO 3. Results


internal review board on experiments with human participants,
and was in accordance with the Helsinki Declaration of 1975, as 3.1. General findings
revised in 2000 World Medical Association, 2000. The partici-
pants gave their informed consent prior to testing. The partici- Table 6 lists the total number of reports for the different classes of
pants received a modest financial compensation for their incivilities in each experimental condition, together with the
participation. percentage of the maximum possible number of reports. The
maximum number of possible reports for a given item equals the
2.6. Statistical methods number of specimens of that particular item times the number of
participants in each condition (20). As expected, participants
Statistical analyses were performed with SPSS 18.0 for Windows noticed significantly more signs of disorder in the disorderly
(SPSS, Chicago, Ill., USA). Variance analysis techniques, correlations, conditions than in the corresponding baseline (orderly) conditions.
(M)ANOVA’s and chi-square tests were used to assess the statistical In the real-world baseline condition participants were predomi-
significance of our experimental results. For all analyses a proba- nantly concerned with minor irregularities like neglected pave-
bility level of p < .05 was considered to be statistically significant. ment, dark pathways with lack of prospect due to overgrown shrubs
Items were recoded such that higher scores represented lower and trees or insufficient public lighting in combination with high
levels of perceived safety or livability. fences, cigarette butts, scratches on benches and lantern posts, and

Fig. 4. Warning signs from Fig. 3 and cameras in the real (left column) and virtual (right column) environment.
268 A. Toet, M.G. van Schaik / Journal of Environmental Psychology 32 (2012) 260e276

Fig. 4. (continued).

low hanging or dead and broken braches. They also reported graffiti corresponding physical evidence. Cues (e.g. warning signs,
on the walls of a small transformer house (Fig. 7). The baseline cameras) hinting at predatory crime (e.g. burglary, public drunk-
virtual environment contained absolutely no signs of disorder. In enness, harassment) did not appear to effectively induce associa-
this condition, participants were mainly concerned with (a) path- tions with social incivilities.
ways that were either dark or lacked prospect (due to dense bushes In response to the open-ended question if they had noticed
or insufficient public lighting and high fences) and (b) low hanging any particular features during their walk through a disorderly
or dead and broken braches as signs of neglect and disorder. Table 6 environment, only few participants (4 out of 20 in the real
also lists the percentage of experimental items that were actually environment, 6 out of 20 in the virtual environment without
reported by the participants in the disorderly conditions. Litter and sound, and 3 out of 20 in the virtual environment with sound)
car burglary were most frequently reported, both in reality and in reported that the presence of cameras and warning signs inspired
the virtual environment. Vandalism was also frequently reported in fear of crime.
the virtual environment. Except for surveillance cameras, most The question which two items should be confronted with
experimental items were more frequently reported in the virtual priority yielded no consistent result.
environment than in reality. Warning signs and cameras were
frequently not noticed, both in reality and in the virtual environ- 3.3. Personal safety
ment. In the real environment, participants occasionally noticed the
sounds of cars during their walk. In the soundless virtual environment, participants felt signifi-
cantly more concern for personal safety in the disorderly condition
3.2. Social incivilities than in the baseline condition (F(1,52) ¼ 7.41, p < .01). However, for
both the real environment and the virtual environment with sound,
After correction for personal victimization, participants judged there was no significant overall difference between concern for
the prevalence of social incivilities higher in disorderly (real and personal safety in the baseline and in the disorderly conditions.
virtual) conditions than in the corresponding baseline conditions. Thus, hypothesis H2 (signs of disorder inspire concern for personal
However, this trend was not statistically significant. Thus, hypothesis safety, in both real and simulated urban neighborhoods) is not sup-
H1 (signs of disorder evoke associations with social disorder, in both real ported by this study.
and simulated urban neighborhoods) is not proven by this study. Exceptions to the emerging conclusion that disorder had no
In all disorderly conditions, Littering (Item 8 from Table 5) was effect on perceived personal safety in the real environment and in
the most frequently associated social incivility, followed by Loiter- the virtual environment with sound, are Items 1 and 6 of the
ing youth (Item 6 from Table 5) in the disorderly real-world Personal Safety Questionnaire (Table 3). Item 6 (“I have an
condition, and Car burglaries and Car destruction (Items 2 and 3 unpleasant feeling in this place”) scored significantly higher in the
from Table 5) in the disorderly virtual conditions. Car burglaries and disorderly real environment. Item 1 (“I would not mind to walk alone
Car destruction were reported thirdly in the real environment. Thus, here at night-time”) scored significantly lower in the disorderly
perceived social incivilities were directly related to their virtual environment with sound.
A. Toet, M.G. van Schaik / Journal of Environmental Psychology 32 (2012) 260e276 269

Summarizing, signs of disorder appear to compromise perceived distressed), neutral (calm, relaxed) and positive (cheerful) mental
personal safety in the soundless virtual environment. state. In all conditions, reports of disorder are frequently associated
with neutral feelings, and only sporadically with positive feelings.
3.4. Mental state In the disorderly virtual environment, reports on disorder are
significantly more frequently associated with negative feelings than
Table 7 lists the percentage of reports of disorder that were in the disorderly real environment, both with (c2 ¼ 44.99; df ¼ 2;
associated with respectively a negative (agitated, angry, anxious, p < .01) and without sound (c2 ¼ 100.48; df ¼ 2; p < .01). The

Fig. 5. Examples of physical incivilities introduced in the real (left column) and virtual (right column) environment: (aed) empty beer cans, (e, f) broken glass, (gej) bicycle parts, (k,
l) broken car window glass, (m, n) garbage bags and bicycle parts, (o, p) paper litter, (q, r) dog droppings, (s, t) garbage bag, (u, v) car tire.
270 A. Toet, M.G. van Schaik / Journal of Environmental Psychology 32 (2012) 260e276

Fig. 5. (continued).

disorderly soundless virtual condition induced the highest baseline condition, but was not noticed in the disorderly condition.
percentage of negative feelings. In the disorderly virtual environment with sound lack of prospect
Table 8 lists the percentage (number) of reports that were was not reported. In all other conditions, lack of prospect was most
associated with a negative mental state (agitated, angry, anxious, frequently associated with negative emotions.
distressed), for all types of incivilities. Neglected pavement induced Overall, signs of disorder in the virtual environment appear to
no negative feelings in the real-world condition. In the real envi- be associated with negative emotions more frequently than their
ronment, graffiti induced negative feelings in a few instances in the real-world counterparts.
A. Toet, M.G. van Schaik / Journal of Environmental Psychology 32 (2012) 260e276 271

Fig. 5. (continued).

3.5. Livability a virtual neighborhood, which was either in an orderly (baseline)


state or adorned with numerous signs of disorder. Also, the virtual
There is no significant difference between the perceived environment was either presented with or without a realistic
livability of the real environment in its baseline and disorderly soundscape. During their tour the participants reported all the
states. In contrast, the perceived livability of the virtual environ-
ment is significantly lower in its disorderly state than in its baseline
state, both in conditions with (F(1,39) ¼ 16.58, p < .01) and without
(F(1,39) ¼ 8.78, p < .01) sound.
This effect is mainly due to the fact that signs of disorder
compromise the perceived quality of the pathways (Item 1 from
Table 4: “The roads, pathways, and squares are in good condition”,
F(1,38) ¼ 19.44, p < .01 in the condition with sound, and
F(1,38) ¼ 12.16, p < .01 in the soundless condition). Thus, hypoth-
esis H3 (signs of disorder degrade the perceived livability of both real
and simulated urban neighborhoods) is not supported by this study.
It appears that signs of disorder only degrade the perceived
livability of the virtual, but not of the real neighborhood.

4. Discussion

This study explored the ecological validity of a virtual environ- Fig. 6. Map of the experimental area. The white arrows indicate the route taken by the
ment for studying the effects of signs of public disorder on fear of participants. The start and finish of the route coincide. The numbers indicate the
crime. Participants made a walking tour through either a real or locations where the physical incivilities (listed in Table 1) were applied.
272 A. Toet, M.G. van Schaik / Journal of Environmental Psychology 32 (2012) 260e276

Table 3 Table 5
Concern for Personal Safety Questionnaire. The questions were answered on Social Incivilities and Personal Victimization Questionnaires. In the Social Incivilities
a 5-point scale (ranging from 1 ¼ completely disagree to 5 ¼ completely agree). Questionnaire these items are used to test which social incivilities or predatory
crimes are inspired by the perceived physical incivilities by indicating how
Nr. Concern for personal safety items frequently these item are thought to occur in this neighborhood (often, seldom,
1 I would not mind to walk alone here at night-time. never, don’t know). In the Personal Victimization Questionnaire the same items are
2 I would go a long way around to avoid this place. used to test which social incivilities or predatory crimes participants have experi-
3 I feel uneasy at this place. enced themselves and when this occurred (this year, last year, longer ago, never).
4 I would leave my bicycle at this place without concern.
5 I would make haste to get away from this place. Nr. Social incivility items
6 I have an unpleasant feeling in this place. 1 Bicycle theft
7 I feel safe at this place. 2 Car burglaries
3 Car destruction
4 Harassment
signs of public disorder they noticed, and the degree to which each 5 Defacing buildings
6 Loitering youth
of these signs affected their emotional state and feelings of personal
7 Public drunkenness
safety. After finishing their tour they appraised the perceived safety 8 Littering
and livability of the environment. 9 Dog littering
Both in the real and in the virtual environment, observers 10 Destruction of phone booths and bus shelters
reported significantly more incivilities in the disorderly states. The 11 Burglaries
12 Criminal youth
data show a trend that participants judge the prevalence of social
incivilities higher in disorderly (real and virtual) conditions than in
the corresponding baseline conditions. However, since this result
Nasar & Fisher, 1993; Nasar & Jones, 1997). Participants indeed
was not statistically significant, hypothesis H1 (signs of disorder
consistently reported lack of prospect as an incivility in all
evoke associations with social disorder, in both real and simulated
conditions. Also, in response to the open-ended question if they
urban neighborhoods) is not proven by this study. Also, physical
had noticed any particular features during their walkthrough, in all
incivilities did not affect perceived personal safety in the real
conditions several (4 on average) participants reported that the
environment, and in the virtual environment with sound. Thus,
pathways were scary due their narrowness, darkness and lack of
hypothesis H2 (signs of disorder inspire concern for personal safety,
prospect. This is consistent with reports that narrow alleys and
in both real and simulated urban neighborhoods) is not supported
shadows are perceived as more dangerous (Herzog & Flynn-Smith,
by this study. This result is consistent with previous reports that
2001).
people appear able to distinguish between perceptions of physical
In all conditions neglected greenery was reported as a sign of
incivilities and perceptions of criminal activities (Armstrong & Katz,
disorder. This results agrees with previous studies in which lack of
2010; Worrall, 2006). Hypothesis H3 (signs of disorder degrade the
garden maintenance was conceptualized as an ‘suburban incivility’
perceived livability of both real and simulated urban neighborhoods)
and associated with crime and perceived safety (Brown, Perkins, &
is only proven for the virtual environment, but does not hold for the
Brown, 2004). In the baseline conditions, when no obvious signs of
real environment. Hypothesis H4 (realistic ambient sounds
disorder were present, participants were predominantly concerned
increase the convincingness of the simulation, thereby amplifying
with overgrown shrubs and trees and lack of prospect, both in
the effects of physical disorder) is also not supported by the present
reality and in the virtual environment.
results. In contrast, both in the virtual environment with sound and
The warning signs and cameras were frequently not reported as
in reality, sounds signaling social presence appeared to mute the
signs of public disorder. Either the participants did not notice these
potentially distressing effects of the signs of disorder. The simula-
items because they focused on other items, or they did not
tion used in this study showed no visual evidence of social presence
consistently associate them with disorder. In response to the open
(avatars). However, the soundscape contained segments with
questions, only a few participants reported that the presence of
people talking and children playing. In the real environment,
cameras and warning signs inspired fear of crime. It has been
participants also sporadically heard other people talking. These
observed that the presence of CCTV in an area may increase fear of
people (local residents, children or delivery persons) typically
crime, possibly because the assumed need for CCTV to be installed
sounded harmless. Thus, both in the virtual environment with
makes the area seem more problematic (Gill & Spriggs, 2005).
sound and in reality, evidence of harmless social presence may have
Previous studies also found a significant correlation between
had a reassuring effect on the participants. The absence of sound is
neighborhood crime watch signs and fear of crime (Schweitzer,
known to induce stress, fear, anxiety, and feelings of isolation
Kim, & Macklin, 1999). However, the causal direction of these
(Murray et al., 2000). Hence, the disorderly virtual environment
relationships has not been established. The presence of CCTV may
may have inspired fear of crime and induced a higher percentage of
therefore also have a reassuring effect, since it signals social control.
negative feelings by the mere absence of sound, in combination
Also, although fear of crime may lead residents to form neighbor-
with a total lack of evidence of social presence.
hood watch groups, neighborhood watch signs by themselves need
The experimental area contained several locations of entrap-
not inspire fear of crime.
ment (blocked escape) and concealment (blocked prospect),
Participants reported more experimental items in the virtual
factors that are well known to induce fear (Fisher & Nasar, 1992;
environment than in reality. This may reflect a focusing effect due
to the restricted field of view on the virtual world (with an extent of
Table 4 about 40 ), which was small compared to the unrestricted human
Neighborhood Livability Questionnaire. The questions were answered on a 5-point
visual field (200 horizontal by 135 vertical: Werner, 1991). This
scale (ranging from 1 ¼ completely disagree to 5 ¼ completely agree).
focusing effect may be the reason why signs of disorder degraded
Nr. Neighborhood livability items the perceived livability of the virtual, but not of the real neigh-
1 The roads, pathways, and squares are in good condition. borhood. This finding is consistent with earlier observations that
2 The patches and parks are well maintained. people pay more attention to details in a virtual environment
3 There are nice playgrounds for small children.
4 There are good recreational opportunities for the youth.
compared to a similar real environment (Mahmoud, 2011; Park
et al., 2010). The many reports of neglected greenery in the
A. Toet, M.G. van Schaik / Journal of Environmental Psychology 32 (2012) 260e276 273

Table 6
Total number of reports for the different classes of incivilities. The experimental items were in the classes Litter, Vandalism, Car burglary, Warning signs, and Cameras. The
numbers in brackets represent the percentage of the maximum possible number of experimental items that could be reported. Participants also considered overgrown shrubs
and trees and lack of prospect as incivilities, both in the real and virtual environments. In the real environment, they also reported neglected pavement and graffiti as
incivilities.

Items Conditions

Real Virtual

Baseline Disorder Baseline Disorder

Soundless With Soundless With


sound sound
Litter 85 304 (76.0%) e e 358 (89.5%) 336 (84.0%)
Vandalism e 5 (25.0%) e e 12 (60.0%) 15 (75.0%)
Car burglary e 37 (61.7%) e e 55 (91.7) 53 (88.3%)
Warning signs e 10 (3.6%) e e 26 (9.3%) 10 (3.6%)
Cameras e 15 (18.8%) e e 11 (13.8%) 5 (6.3%)
Overgrown 14 10 20 8 4 3
shrubs/trees
Prospect 16 2 3 9 4 2
Pavement 30 17 e e e e
Graffiti 15 17 e e e e

virtual environment are consistent with the observation of Smith 4.1. Implications of the present study
and Carter (2010) that participants frequently identify items that
were not intentionally introduced by the developers as indicators The present finding that signs of disorder in the virtual envi-
of disorder, and may be indicative of increased engagement. ronment only compromised perceived personal safety in the
Summarizing, the virtual environment used in this study absence of sound questions the validity of results from previous
appears ecologically valid to the extent that both in reality and in studies performed with soundless virtual environments. Ambient
the simulations: sounds contribute to the ecological validity and convincingness of
a simulation by increasing the naturalness of the experience and by
 most experimental items inspired their corresponding social providing ambient information. As a result, the addition of sound to
incivilities, a virtual environment can significantly affect sense of presence,
 lack of prospect and neglected greenery were consistently and engagement and emotions of the users (Darken, Bernatovich,
spontaneously reported as incivilities, and Lawson, & Peterson, 1999; Dekker & Champion, 2007; Dinh,
 warning signs and cameras did not effectively induce associa- Walker, Hodges, Song, & Kobayashi, 1999; Hendrix & Barfield,
tions with social incivilities. 1996; Larsson, Väljamäe, Västfjäll, & Kleiner, 2008; Larsson &
Västfjäll, 2001; Larsson, Västfjäll, & Kleiner, 2001; Larsson,
However, disorder compromised perceived personal safety only Västfjäll, Olsson, & Kleiner, 2007; Lessiter & Freeman, 2001). The
in the soundless virtual environment. Signs of disorder were absence of sounds however makes an environment appear ‘unreal’
associated with negative emotions more frequently in the virtual or ‘dead’, and induces feelings of stress, anxiety or fear (Murray
environment than in its real-world counterpart, particularly in the et al., 2000). Since people tend to misattribute their feelings to
absence of sound. Also, signs of disorder degraded the perceived the environment they perceive (Schwarz, 1990) the absence of
livability of the virtual, but not of the real neighborhood. Hence, it sound may result in a negatively biased perception of the virtual
appears that people focus more on details in a virtual environment environment.
than in reality. After compensating for this effect (e.g. by reducing The present results are also relevant for courtroom applications
the relative amount of disorder or its perceptual saliency), virtual of virtual environments, where it is essential that the simulation
environments may become an appropriate medium for both etio- induces a similar affective appraisal as the unmediated reality, to
logical (e.g. the effects of signs of disorder on fear of crime) and avoid the risk of manipulation (Bailenson, Blascovich, Beall, &
intervention (e.g. CPTED) research. Noveck, 2006; Dunn, Salovey, & Feigenson, 2006; Feigenson,
2006; Feigenson, 2010; Feigenson & Dunn, 2003; Feigenson &
Speisel, 2011). Even where it is not necessarily the focal point of
the case, visual information may influence decision makers’
thoughts and feelings and thereby indirectly their verdicts

Table 7
Percentage of reports that corresponded to respectively a negative (agitated, angry,
anxious, distressed), neutral (calm, relaxed) and positive (cheerful) mental state.

Items Conditions

Real Virtual

Baseline Disorder Baseline Disorder

Soundless With Soundless With


sound sound
Negative 17.5% 25.5% 18.0% 44.4% 54.8% 43.4%
Neutral 76.3% 66.1% 82.1% 55.6% 44.8% 55.2%
Positive 6.0% 8.4% 0% 0% 0.4% 1.4%
Fig. 7. Small transformer house with graffiti.
274 A. Toet, M.G. van Schaik / Journal of Environmental Psychology 32 (2012) 260e276

Table 8
Percentage (number) of reported incivilities associated with a negative mental state.

Items Conditions

Real Virtual

Baseline Disorder Baseline Disorder

Soundless With sound Soundless With sound


Litter 7.1% (6) 26.0% (79) e e 53.1% (190) 38.8% (130)
Vandalism e 40.0% (2) e e 58.3% (7) 66.7% (10)
Car burglary e 40.5% (15) e e 67.3% (37) 58.5% (31)
Warning signs e 20.0% (2) e e 38.5% (10) 60.0% (6)
Cameras e 40.0% e e 25.0% (5) 60.0% (3)
Overgrown shrubs/trees 35.7% (5) 10.0% (1) 10% (2) 12.5 (1) 25.0% (1) 33.3% (1)
Prospect 93.8% (15) 100% (2) 100% (3) 88.9 (8) 75.0% (3) 0% (0)
Pavement 0% (0) 0% (0) e e e e
Graffiti 13.3% (2) 0% (0) e e e e

(Feigenson, 2010). This is particularly true for virtual environments the context of this study relevant olfactory cues could include urine,
which present information in a vivid, attention grabbing manner sewage or garbage smells in alleys, or gasoline smells near cars
(Dunn et al., 2006). The risk of manipulation increases with the (Baus & Bouchard, 2010). Finally, dynamic haptic cues could include
degree of realism of a simulation (Bailenson et al., 2006). By sudden gusts of air when moving around a corner or constant
including peripheral subtle mood changing (visual or auditory) breezes when walking through open spaces (Noel et al., 2004). Each
elements in their simulations lawyers would be able to create of these modifications may induce a higher sense of presence (i.e.
positive or negative associations toward a plaintiff or defendant the sense of “being there” in an environment: Lee, 2004) and
(Bailenson et al., 2006; Feigenson, 2010; Feigenson & Dunn, 2003). arousal in the users, and thereby make the virtual environment
more effectively elicit cognitive and emotional responses similar to
4.2. Limitations of the present study and suggestions for future those that users would have to corresponding real environments
research (Freeman, Lessiter, Pugh, & Keogh, 2005; Riva et al., 2007).
The (physical and demographic) characteristics of lower socio-
This study has several limitations. economic neighborhoods can mute the effects of disorder (e.g.
Although participants indeed associated several experimental Foster, Giles-Corti, & Knuiman, 2011; Perkins et al., 1992;
items with social incivilities, only few individual items achieved Schweitzer et al., 1999). A higher socio-economic neighborhood
statistical significance. Maybe the items induced different associa- was therefore selected as the test site, in the expectation that this
tions with anti-social behavior as expected. For instance, litter and type of environment would be more susceptible to the effects of
graffiti may simply reflect bored teenagers. Also, for practical disorder, resulting in larger differences between fear of crime levels
reasons the number of participants was limited to 20 per condition in respectively the orderly and disorderly states (Begall et al., 2006).
in this experiment. A larger number of observations may yield more However, the esthetic appeal of the experimental neighborhood
reliable results. used in this study may also have muted the effects of disorder, e.g.
Except for the broken car glass, the experimental items used in by evoking associations with bored instead of criminal youth for
this study represent minor offenses and have no obvious conno- some of the experimental items. While the exclusive suburban
tations of violence or predatory crimes that may inspire fear of setting of this study may limit the generalizability of the current
personal victimization. Indicators of serious (prostitution, drug finding, the overall results remain of interest since they indicate
selling, harassment) or even less serious (public drunkenness) that virtual environments may become useful tools for the study of
social disorder may inspire fear more effectively, but these are the effects of physical interventions on the affective appraisal of
typically not present in daylight hours (Sampson & Raudenbush, built environments.
1999) and are not easily implemented in experimental conditions. In this study we found that signs of disorder did not compromise
In simulation studies social incivilities inspire safety related perceived personal safety, both in reality and in the virtual envi-
concerns far more effectively than physical incivilities (Park et al., ronment with ambient sound. An earlier study observed that graf-
2010), just like in reality (LaGrange, Ferraro, & Supancic, 1992). In fiti, murals, and boarded-up broken windows inspired some
the current simulation social presence was merely implied through concern for personal safety both in reality and in a virtual model
the occasional sound of voices, traffic, birds, music and hammering (Park et al., 2010). The participants in that study were familiar with
in the ambient soundtrack. There was no visual evidence of human the area, which was known for its high crime rates. As a result, they
or animal activity. The soundtrack played independently of the were probably more susceptible to signs of disorder (Austin et al.,
actions of the user. In future experiments the realism of the 2002). The participants in the current study were not familiar
simulation can be enhanced by adding dynamic visual, auditory, with the experimental area. The written introduction used in the
olfactory and haptic features that interact with the user. Dynamic present study may not have succeeded to sufficiently engage them
audio cues could include voices that shout or dogs that bark when with the environment and their task, so that they remained
participants walk by. Dynamic visual cues could be passing traffic somewhat detached and did not experience any emotional
(cars, motorbikes), virtual humans that drop litter, create graffiti, involvement. This is not a major concern, since a lack of engagement
shout insults or make obscene gestures when approached, or dogs would have had a similar effect on the results for the real and virtual
that growl at people passing by. In everyday life ambient smells are environment, and may merely have reduced the experienced
important and essential environmental cues that trigger a wide emotions. Although the CCTV cameras and signs, neighborhood
range of different emotions and associations. The potential of crime watch signs, home protection, and car burglary prevention
olfactory stimulation to enhance virtual experiences has only signs (that were used as cues of social disorder in this study) are
recently been integrated in simulations (Baus & Bouchard, 2010). In obvious indicators of predatory or ‘serious’ crime, known to be
A. Toet, M.G. van Schaik / Journal of Environmental Psychology 32 (2012) 260e276 275

associated with fear of crime (Schweitzer et al., 1999), they were workshop on presence (PRESENCE 2005) (pp. 213e219). International Society for
Presence Research.
probably not associated with imminent danger for personal safety.
Gilkey, R. H., & Weisenberger, J. M. (1995). The sense of presence for the suddenly
deafened adult - Implications for virtual environments. Presence: Teleoperators
and Virtual Environments, 4, 357e363.
Acknowledgment Gill, M., & Spriggs, A. (2005). Assessing the impact of CCTV (Rep. No. Home Office
Research Study 292). London, United Kingdom: Great Britain Home Office
This research has been supported by the GATE project, funded Research Development and Statistics Directorate.
van Hagen, M. (2011). Waiting experience at train stations. Delft, The Netherlands:
by the Netherlands Organization for Scientific Research (NWO) and
Eburon.
the Netherlands ICT Research and Innovation Authority (ICT Regie). Hanyu, K. (1997). Visual properties and affective appraisals in residential areas after
dark. Journal of Environmental Psychology, 17, 301e315.
Hanyu, K. (2000). Visual properties and affective appraisals in residential areas in
References daylight. Journal of Environmental Psychology, 20, 273e284.
Hendrix, C., & Barfield, W. (1996). The sense of presence within auditory virtual
Armstrong, T., & Katz, C. (2010). Further evidence on the discriminant validity of environments. Presence: Teleoperators and Virtual Environments, 5, 290e301.
perceptual incivilities measures. Justice Quarterly, 27, 280e304. Herzog, T. R., & Flynn-Smith, J. A. (2001). Preference and perceived danger as
Austin, D. M., Furr, L. A., & Spine, M. (2002). The effects of neighborhood conditions a function of the perceived curvature, length, and width of urban alleys. Envi-
on perceptions of safety. Journal of Criminal Justice, 30, 417e427. ronment and Behavior, 33, 653e666.
Austin, D. M., & Sanders, C. (2007). Graffiti and perceptions of safety: A pilot study Houtkamp, J. M., & Junger, M. L. A. (2010). Affective qualities of an urban environ-
using photographs and survey data. Journal of Criminal Justice and Popular ment on a desktop computer. In E. Banissi (Ed.), Proceedings of the 14th Inter-
Culture, 14, 292e316. national Conference information Visualisation (IV 2010) (pp. 597e603). Los
Bailenson, J. N., Blascovich, J., Beall, A. C., & Noveck, B. (2006). Courtroom applica- Alamitos, CA, USA: IEEE Computer Society.
tions of virtual environments, immersive virtual environments, and collabo- Irwin, A., Hall, D. A., Peters, A., & Plack, C. J. (2011). Listening to urban sound-
rative virtual environments. Law & Policy, 28, 249e270. scapes: Physiological validity of perceptual dimensions. Psychophysiology, 48,
Baus, O., & Bouchard, S. (2010). The sense of olfaction: Its characteristics and its 258e268.
possible applications in virtual environments. Journal of Cybertherapy & Reha- Kavakli, M, Kavakli, K, & Gao, Y. (2004). Crime prevention through environmental
bilitation, 3, 31e50. design in virtual reality. In Proceedings of the 9th Annual International CPTED
Begall, K., Kiewiet, J., Sapulete, S., & Veldhuis, T. (2006). Broken windows: The effect of Conference (pp. 1e11). Brisbane, Australia: International Security Management
disorder on fear. M.Sc. Groningen, The Netherlands: University of Groningen. & Crime Prevention Institute.
Bishop, I. D., & Rohrmann, B. (2003). Subjective responses to simulated and real de Kort, Y. A. W., IJsselsteijn, W. A., Kooijman, J., & Schuurmans, Y. (2003).
environments: A comparison. Landscape and Urban Planning, 65, 261e277. Virtual laboratories: Comparability of real and virtual environments for envi-
Blöbaum, A., & Hunecke, M. (2005). Perceived danger in urban public space. The ronmental psychology. Presence: Tele-operators and Virtual Environments, 12,
impact of physical features and personal factors. Environment and Behavior, 37, 360e373.
465e486. LaGrange, R. L., & Ferraro, K. F. (1989). Assessing age and gender differences in
Brown, B. B., Perkins, D. D., & Brown, G. (2004). Crime, new housing, and housing perceived risk and fear of crime. Criminology, 27, 697e719.
incivilities in a first-ring suburb: Multilevel relationships across time. Housing LaGrange, R., Ferraro, K., & Supancic, M. (1992). Perceived risk and fear of crime:
Policy Debate, 15, 301e345. Role of social and physical incivilities. Journal of Research in Crime and Delin-
Bureau Veiligheidsmonitor. (2009). Integrale Veiligheidsmonitor 2009 (Integral Safety quency, 29, 311e334.
Monitor 2009; in Dutch). Den Haag: Nicis Institute. Larsson, P., Väljamäe, A., Västfjäll, D., & Kleiner, M. (2008). Auditory induced
Caughy, M. O., O’Campo, P. J., & Patterson, J. (2001). A brief observational measure presence in mediated environments and related technology. In Immersed in
for urban neighborhoods. Health & Place, 7, 225e236. media experiences: Presence psychology and design (Handbook of presence).
Cozens, P., Neal, R., Hillier, D., & Whitaker, J. (2004). Tackling crime and fear of crime Lawrence Erlbaum.
while waiting at Britain’s railway stations. Journal of Public Transportation, 7, Larsson, P., & Västfjäll, D. (2001). Ecological acoustics and the multi-modal
23e42. perception of rooms: Real and unreal experiences of auditory-visual virtual
Cozens, P., Neal, R., Whitaker, J., & Hillier, D. (2003). Investigating personal safety at environments. In Proceedings of the 2001 International Conference on Auditory
railway stations using “virtual reality” technology. Facilties, 21, 188e194. Display (pp. 245e259), Espoo, Finland.
Cozens, P., Neale, R., & Hillier, D. (2003). Managing crime and the fear of crime at Larsson, P., Västfjäll, D., & Kleiner, M. (2001). Do we really live in a silent world? The
railway stations e A case study in South Wales (UK). International Journal of (mis-) use of audio in virtual environments. In AVR II and CONVR 2001
Transport Management, 1, 121e132. conference on applied virtual reality (pp. 182e189), Göteborg, Sweden.
Cozens, P., Waters, J., & Neale, R. (2002). A virtual reality approach to personal safety Larsson, P., Västfjäll, D., Olsson, P., & Kleiner, M. (2007). When what you hear is what
and the design of built environment facilties. In Proceedings of the 18th ARCOM you see: Presence and auditory-visual integration in virtual environments. In
annual conference (Association of Researchers in Construction Management) (pp. Proceedings of Presence 2007 (pp. 11e18). The International Society for Presence
461e473). Research (ISPR).
Darken, R. P., Bernatovich, D., Lawson, J., & Peterson, B. (1999). Quantitative Lee, K. M. (2004). Presence, explicated. Communication Theory, 14, 27e50.
measures of presence in virtual environments: The role of attention and spatial Lessiter, J., & Freeman, J. (2001). Really hear? The effects of audio quality on
comprehension. Cyberpsychology & Behavior, 2, 337e347. presence. In Proceedings of the 4th International Workshop on presence. Phila-
Dekker, A., & Champion, E. (2007). Please biofeed the zombies: Enhancing the delphia, USA: Temple University.
gameplay and display of a horror game using biofeedback. In Situated play e Mahmoud, A. H. A. (2011). Assessment of visual perception of web-based virtual
proceedings of the third international conference of the Digital Games Research environments simulations of urban context. International Journal of Architectural
Association (DiGRA) (pp. 550e558). Digital Games Research Association (DiGRA). Research, 5, 14e126.
Dinh, H. Q., Walker, N., Hodges, L. F., Song, C., & Kobayashi, A. (1999). Evaluating the Mori, M. (1970). Bukimi no tani (the uncanny valley). Energy, 7, 33e35.
importance of multi-sensory input on memory and the sense of presence in Murray, C. D., Arnold, P., & Thornton, B. (2000). Presence accompanying induced
virtual environments. In Proceedings of the virtual reality Annual International hearing loss: Implications for immersive virtual environments. Presence:
Symposium (pp. 222e228). Washington, USA: IEEE Press. Teleoperators and Virtual Environments, 9, 137e148.
Dunn, M. A., Salovey, P., & Feigenson, N. (2006). The jury persuaded (and not): Nasar, J. L. (2008). Assessing perceptions of environments for active living. American
Computer animation in the courtroom. Law & Policy, 28, 228e248. Journal of Preventive Medicine, 34, 357e363.
Dunstan, F., Weaver, N., Arava, R., Bell, T., Lannon, S., Lewis, G., et al. (2005). An Nasar, J. L., & Fisher, B. (1993). ‘Hot spots’ of fear and crime: A multi-method
observation tool to assist with the assessment of urban residential environ- investigation. Journal of Environmental Psychology, 13, 187e206.
ments. Journal of Environmental Psychology, 25, 293e305. Nasar, J. L., & Jones, K. M. (1997). Landscapes of fear and stress. Environment and
Feigenson, N. (2006). Too real? The future of virtual reality evidence. Law & Policy, Behavior, 29, 291e323.
28, 271e293. Noel, S., Dumoulin, S., Whalen, T., Ward, M., Stewart, J. A., & Lee, E. (2004). A breeze
Feigenson, N. (2010). Visual evidence. Psychonomic Bulletin & Review, 17, 149e154. enhances presence in a virtual environment. In Proceedings of the 3rd IEEE
Feigenson, N., & Dunn, M. A. (2003). New visual technologies in court: Directions for International Workshop on Haptic, Audio and Visual Environments and their
research. Law and Human Behavior, 27, 109e126. applications (HAVE 2004) (pp. 63e68). Piscataway, NJ, USA: IEEE Press.
Feigenson, N., & Speisel, C. (2011). Law on display. The digital transformation of legal Palmer, J. F., & Hoffman, R. E. (2001). Rating reliability and representation validity in scenic
persuasion and judgment. New York, USA: NYU Press. landscape assessments. Landscape and Urban Planning, 54, 149e161.
Ferraro, K. F. (1994). Fear of crime: Interpreting victimization risk. Albany, NY: SUNY Press. Park, A. J. (2008). Modeling the role of fear of crime in pedestrian navigation. Ph.D.
Fisher, B. S., & Nasar, J. L. (1992). Fear of crime in relation to three exterior site Thesis School of Interactive Arts and Technology, Simon Fraser University,
features: prospect, refuge, and escape. Environment and Behavior, 24, 35e65. Burnaby, BC, Canada.
Foster, S., Giles-Corti, B., & Knuiman, M. (2011). Creating safe walkable streetscapes: Park, A. J., & Calvert, T. W. (2008). A social agent pedestrian model. Computer
Does house design and upkeep discourage incivilities in suburban neighbour- Animation and Virtual Worlds, 19, 331e340.
hoods? Journal of Environmental Psychology, 31, 79e88. Park, A. J., Calvert, T., Brantingham, P. L., & Brantingham, P. J. (2008). The use of
Freeman, J., Lessiter, J., Pugh, K., & Keogh, E. (2005). When presence and emotion are virtual and mixed reality environments for urban behavioural studies.
related, and when they are not. In Proceedings of the 8th annual international PsychNology Journal, 6, 119e130.
276 A. Toet, M.G. van Schaik / Journal of Environmental Psychology 32 (2012) 260e276

Park, A. J., Clare, J., Spicer, V., Brantingham, P. L., Calvert, T., & Jenion, G. (2012). Schweitzer, J. H., Kim, J. W., & Macklin, J. R. (1999). The impact of the built
Examining context-specific perceptions of risk: Exploring the utility of “human- environment of crime and fear of crime in urban neighborhoods. Journal of
in-the-loop” simulation models for criminology. Journal of Experimental Urban Technology, 6, 59e73.
Criminology, 8, 29e47. Serafin, S., & Serafin, G. (2004). Sound design to enhance presence in photorealistic
Park, A. J., Hwang, E., Spicer, V., Cheng, C., Brantingham, P. L., & Sixsmith, A. (2011). virtual reality. In S. Barrass, & P. Vickers (Eds.), Proceedings of the 2004
Testing elderly people’s fear of crime using a virtual environment. In International Conference on Auditory Display (ICAD 2004) (pp. 1e4). Sidney,
Proceedings of the 2011 European Conference on Intelligence and Security Australia: International Community for Auditory Display.
Informatics (EISIC) (pp. 63e69). IEEE. Skogan, W. (1990). Disorder and decline: Crime and the spiral of decay in American
Park, A. J., Spicer, V., Guterres, M., Brantingham, P. L., & Jenion, G. (2010). Testing cities. Berkeley, CA, USA: University of California Press.
perception of crime in a virtual environment. In Proceedings of the 2010 IEEE Smith, S. P., & Carter, T. (2010). A virtual environment to test police and public
International Conference on Intelligence and Security Informatics (ISI) (pp. 7e12). awareness of anti-social behaviour indicators. International Journal of Police
Washington, USA: IEEE Press. Science and Management, 12, 548e566.
Parsons, J. A., Singh, G., Scott, A. N., Nisenbaum, R., Balasubramaniam, P., Jabbar, A., Spielberger, C. D. (1983). State-Trait Anxiety Inventory for adults mountain view.
et al. (2010). Standardized observation of neighbourhood disorder: Does it work California: Consulting Psychologists Press, Inc.
in Canada? International Journal of Health Geographics, 9. Stamps, A. E., III (1993). Simulation effects on environmental preference. Journal of
Perkins, D. D., Meeks, J. W., & Taylor, R. B. (1992). The physical environment of street Environmental Management, 38, 115e132.
blocks and resident perceptions of crime and disorder: Implications for theory Stamps, A. E. (2010). Use of static and dynamic media to simulate environments: A
and measurement. Journal of Environmental Psychology, 12, 21e34. meta-analysis. Perceptual and Motor Skills, 111, 355e364.
Perkins, D. D., & Taylor, R. B. (1996). Ecological assessments of community disorder: Stamps, A. E., & Smith, S. (2002). Environmental enclosure in urban settings.
Their relationship to fear of crime and theoretical implications. American Environment and Behavior, 34, 781e794.
Journal of Community Psychology, 24, 63e107. Steenbeek, W., & Hipp, J. R. (2011). A longitudinal test of social disorganization
Pettey, G., Campanella Bracken, C., Rubenking, B., Bunche, M., & Gress, E. (2010). theory: Feedback effects among cohesion, social control, and disorder. Crimi-
Telepresence, soundscapes and technological expectation: Putting the observer nology, 49, 833e871.
into the equation. Virtual Reality, 14, 15e25. Taylor, R. B. (1997). Social order and disorder of street blocks and neighborhoods:
Riva, G., Mantovani, F., Capideville, C. S., Preziosa, A., Morganti, F., Villani, D., et al. Ecology, microecology, and the systemic model of social disorganization.
(2007). Affective interactions using virtual reality: The link between presence Journal of Research in Crime and Delinquency, 34, 113e155.
and emotions. Cyberpsychology & Behavior, 10, 45e56. Taylor, R. B. (1999). The incivilities thesis: Theory, measurement, and policy. In
Rohrmann, B., & Bishop, I. D. (2002). Subjective responses to computer simulations R. H. Langworthy (Ed.), Measuring what matters: Proceedings from the policing
of urban environments. Journal of Environmental Psychology, 22, 319e331. research institute meetings (pp. 65e88). Washington, DC: U.S. Department of
Rohrmann, B., Palmer, S., & Bishop, I. (2000). Perceived quality of Justice, Office of Justice Programs.
computer-simulated environments. In G. Moore, J. Hunt, & L. Trevillon (Eds.), Wergles, N., & Muhar, A. (2009). The role of computer visualization in the
Proceedings of the environment-behavior research on the Pacific Rim (pp. communication of urban design e A comparison of viewer responses to visu-
341e352). Sydney, Australia: University of Sydney. alizations versus on-site visits. Landscape and Urban Planning, 91, 171e182.
Sampson, R. J., & Raudenbush, S. W. (1999). Systematic social observation of public Werner, E. B. (1991). Manual of visual fields. New York, USA: Churchill Livingstone.
spaces: A new look at disorder in urban neighborhoods. American Journal of Wilson, J. Q., & Kelling, G. (1982). The police and neighborhood safety: Broken
Sociology, 105, 603e651. windows. Atlantic Monthly, 127, 29e38.
Schwarz, N. (1990). Feelings as information: Informative and motivational functions World Medical Association. (2000). World Medical Association Declaration of
of affective states. In R. M. Sorrentino, & E. T. Higgins (Eds.), Handbook of Helsinki: Ethical principles for medical research involving human subjects. The
motivation and cognition: Foundations of social behavior (pp. 527e561). New Journal of the American Medical Association, 284, 3043e3045.
York, USA: Guilford Press. Worrall, J. L. (2006). The discriminant validity of perceptual incivility measures.
Schwebel, D. C., Gaines, J., & Severson, J. (2008). Validation of virtual reality as a tool Justice Quarterly, 23, 360e383.
to understand and prevent child pedestrian injury. Accident Analysis & Zacharias, J. (2006). Exploratory spatial behaviour in real and virtual environments.
Prevention, 40, 1394e1400. Landscape and Urban Planning, 78, 1e13.

You might also like