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Computers in Human Behavior 33 (2014) 302–310

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Computers in Human Behavior


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

Do shy people feel less communication apprehension online? The effects


of virtual reality on the relationship between personality characteristics
and communication outcomes
Jin K. Hammick a, Moon J. Lee b,⇑
a
Flagler College, Department of Communication P.O. Box 1027, St. Augustine, FL 32085, United States
b
College of Journalism and Communications, University of Florida, 3050 Weimer Hall, Gainesville, FL 32611, United States

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

Article history: This study examines the effect of 3D virtual worlds on an individual’s communication experience in com-
Available online 16 March 2013 parison with Face-to-Face communications (FtFCs). Using 2  2 posttest only group design where sub-
jects were asked to discuss over a given topic. This study investigated whether individuals’ different
Keywords: personality characteristics (i.e. shyness) influence communication experiences (i.e. communication
Virtual worlds apprehension). The data suggest that shy individuals felt less of communication apprehension during
Second Life the discussion conducted online than FtFC. On the other hand, FtFC turned out to be more effective in
Shyness
influencing individuals’ intention to change behavior compared to virtual worlds. The results suggest that
Communication apprehension
Communication competence
lack of visual/auditory cues in virtual reality is the major factor that influenced the outcome.
Virtual reality Ó 2013 Elsevier Ltd. All rights reserved.

1. Introduction 2008; Joinson, 2004; Saunders & Chester, 2008; Stritzke et al.,
2004). It was also found that people disclose themselves more on-
One of the most prominent benefits of the diversification of line and are also willing to disclose less socially desirable informa-
communication media is the ability to fulfill a variety of interper- tion in online communication settings compared to equivalent Ftf
sonal preferences (Stritzke, Nguyen, & Durkin, 2004). Prior research contexts (Joinson, 2004). These tendencies have been discussed in
suggests that many Internet users choose their media based on terms of the heightened anonymity, and the reduced non-verbal
their interpersonal motives and strategies as well as any expecta- and/or demographic cues that online communication has com-
tions about the probable outcome of communication or interaction pared to FtFC (Caplan & Turner, 2007; Wizelberg, 1997; Wright,
(Amichai-Hamburger & Ben-Artzi, 2003; Bardi & Brady, 2010; Join- 2002).
son, 2004). In other words, individuals now can choose the media In an effort to further explain these phenomena from media
that makes them feel comfortable in their communication or com- perspectives, researchers have paid increasing attention to virtual
plement their lack of communication skills. Therefore, researchers reality as well as its multiple factors affecting individuals’ commu-
have paid much attention to the relationship between media use/ nication experiences that are quite different from the real world
preference and communication personality traits such as shyness (Steuer, 1995; Stritzke et al., 2004; Suh & Lee, 2005). However, lit-
and communication apprehension (CA), or self-perceived commu- tle research has been conducted on how virtual reality affects indi-
nication competence (SPCC) (Birnie & Horvath, 2002; Campbell & viduals and their communication experiences. Furthermore, the
Neer, 2001; Hertel, Schroer, Batinic, & Naumann, 2008; McCroskey, relationship between individual personality characteristics (i.e.
1984; McCroskey & Richmond, 1982; Saunders & Chester, 2008; shyness) and their communication experience through virtual real-
Scealy, Phillips, & Stevenson, 2002). ity, in comparison to FtFC, has very little empirical investigation.
Previous studies found that individuals having communication Until now, the fact that most of the research on media and person-
difficulties due to their personality characteristics (i.e. shyness) ality traits remained in the realm of text-based media calls for sys-
tend to prefer computer mediated communication (CMC) over tematic investigations on how 3D virtual worlds could enhance or
Face-to-Face communication (FtFC) (Caplan, 2003; Hertel et al., hinder individual communication experiences.
In this study, we examined how individuals’ communication
experiences are influenced by a 3D virtual world (i.e. Second Life)
⇑ Corresponding author. Address: Department of Public Relations, PO
in comparison with FtFC and whether individuals’ different per-
Box 118400, Gainesville, FL 32611-8400, United States. Tel.: +1 352 273 1699;
fax: +352 273 1227. sonality characteristics (i.e. shyness) influence communication
E-mail addresses: jhammick@flagler.edu (J.K. Hammick), mlee@jou.ufl.edu (M.J. experiences (i.e. communication apprehension). To identify the ef-
Lee). fects of virtual reality on the relationship between personality

0747-5632/$ - see front matter Ó 2013 Elsevier Ltd. All rights reserved.
http://dx.doi.org/10.1016/j.chb.2013.01.046
J.K. Hammick, M.J. Lee / Computers in Human Behavior 33 (2014) 302–310 303

characteristics and communication outcomes, we invited individu- process (Rafaeli & Ariel, 2007), and also increase their awareness of
als to discuss a given topic (i.e. college students’ drinking issues) in telepresence (Kiousis, 2002). The definition of interactivity by
two different settings; Second Life sessions vs. FtF focus groups. In Steuer (1995) also supports this argument: ‘‘Interactivity is defined
addition, two major dimensions of virtual reality, perceived feeling as the extent to which users can participate in modifying the form
of presence and interactivity, were also measured. and content of a mediated environment in real time’’ (p.14). Some
argue that interactivity is both a media and psychological factor
1.1. Virtual reality reflected in Second Life that should be considered in three principle domains: communica-
tion technologies, communication contexts, and people’s percep-
Due to its technological origin as well as its influence in com- tion (Kiousis, 2002).
munication, virtual reality has been defined in many ways (Bailen- In this study, we used Second Life, the best known virtual world
son et al., 2008; Steuer, 1995). From technical perspectives, which has grown from 2 million residents in 2006 to more than 14
definitions include ‘‘a class of computer-controlled, multi-sensory million residents in 2009 (Barnes, 2007; De Lucia, Francese, Passe-
communication technologies’’ (Biocca, 1992) or ‘‘an immersive, ro, & Tortora, 2009). Many potentials of online virtual world have
interactive medium that relies on computer-mediated manipula- been recognized in the business sectors as well as academic fields.
tions of the visual, aural, and tactile senses to provide learners with In particular, educators and researchers started to consider this on-
the simulated experience in a computer generated world’’ (Dennen line virtual environment as an effective medium for learning (Bai-
& Branch, 1995). On the other hand, from a user experience stand- lenson et al., 2008). For example, Harvard University, New York
point, some argued that virtual reality is more of a psychological Law School, and National Oceanography and Atmospheric Admin-
concept rather than a technological variable (Biocca, 1992; Steuer, istration (NOAA) and NASA have richly developed locations in Sec-
1995). For example, Steuer (1995) defined virtual reality as ‘‘a real ond Life (Franceschi, Lee, Zanakis, & Hinds, 2009). Educators have
or simulated environment in which a perceiver experiences tele- been trying to figure out how to motivate students to participate
presence.’’ Similarly, Biocca (1992) also defined virtual reality as in class, which made Second Life a hot research topic in the educa-
‘‘an environment created by a computer or other media, an envi- tion, psychology and communications field.
ronment in which the user feels present.’’ Studies show that synchronous communication and social
Due to the nature of virtual reality that combines technological interaction supported by 3D virtual environments make a positive
and psychological factors, virtual reality has been studied with var- impact on motivation and engagement of participants (De Lucia
ious dimensions such as feeling of presence, interactivity, virtual et al., 2009). Also, enhanced communication experience plays a
identity, anonymity, synchronicity, and three dimensionality strong role in motivating participants for communication (Zorn,
(Biocca, 1992; Blascovich, 2002; Kiousis, 2002; Lessiter, Freeman, Broadfoot, Roper, & Weaver, 2006). Despite the important influ-
Keogh, & Davidoff, 2001; Li, Daugherty, & Biocca, 2002; McMillan ence of online virtual environments on communication efficacy,
& Hwang, 2002; Steuer, 1995). Among these dimensions, two ma- it has not been thoroughly explicated or studied in the field of
jor dimensions have been studied extensively in explaining virtual communication, specifically as to how communicative experiences
reality; feeling of presence and interactivity (Blascovich, 2002; could be enhanced by the use of an online virtual environments
Kiousis, 2002; Steuer, 1995). compared to FtF interactions in general.
One of the central elements constituting virtual reality is the
feeling of presence (Bailenson et al., 2008; Steuer, 1995). Although 1.2. Features and characteristics of Second Life
various definitions of feeling of presence exist, the main viewpoint
is that the feeling of presence is a psychological construct (Blasco- Second Life has been categorized in several ways due to its var-
vich, 2002) dealing with the perceptual process of technology-gen- ious characteristics. From technological perspectives, it is com-
erated stimuli (Steuer, 1995). Lombard and Ditton (1997) also monly classified as a Multi-User Virtual Environment (MUVE) or
define that ‘‘perceptual illusion of non-mediation’’ that occurs Massively Multi-Player Online Role-Playing Game (MMORPG) as
‘‘when a person fails to perceive or acknowledge the medium were a result of 3D graphical environment to allow a large number of
there. simultaneous users to interact synchronously (Salt, Atkins, &
Comparing virtual and physical environments, scholars show Blackall, 2008). However, in terms of the usage, it is also consid-
somewhat different perspectives in regards to presence. Blascovich ered as a type of social media such as Facebook and MySpace be-
(2002) argues that there is not a significant difference in the level cause Second Life users have the opportunity to meet new
of presence between virtual and physical environments because people and create new relationships. One of the prominent differ-
presence is not total in either environment. Although the more ences that sets Second Life apart from other social media – which
immersive the digital environment may yield a better experience are mostly text-based – is that users are able to shape their own
in presence, it is not uncommon for individuals to tune out others virtual world (Brookey & Cannon, 2009), a pseudo-reality that
even in their physical presence. However, Joinson (2004) argues might be different from or similar to the real world. Second Life’s
that social presence in virtual worlds is still perceived lower than environment resembles the real world in terms of the representa-
Face-to-Face environments (FtFs), and therefore a virtual environ- tion of space and body appearance, but the virtual world also pro-
ment can be a comfortable atmosphere for communication for vides users with the experience of a fantasy world such as flying
some people. With the reduced non-verbal and demographic cues, and being transported to a different place.
virtual worlds provide sheltering effects to interactants by reduc- What made it possible for users to create this virtual world is
ing their social anxiety (Caplan & Turner, 2007; High & Caplan, the richness of the 3D graphical features and the ability for individ-
2009; Tidwell & Walther, 2002). Therefore, this lower perception uals to customize the appearance and behavior of their avatars to
of social presence in virtual reality may provide users a sense that interact with the world (Dunn & Guadagno, 2012; Franceschi
the impact of a failure on their self-assessment and communica- et al., 2009; Salt et al., 2008). Second Life also provides its users
tion would be lessened through the lens of mediation, helping indi- extensive capabilities to create avatars including a broad range of
viduals from feeling more comfortable in engaging with others, shapes, sizes, colors, and even a gender selection, which allows
particularly among strangers (Joinson, 2004). users to control both of their verbal and non-verbal messages (Bai-
Interactivity is another construct that is closely associated with lenson et al., 2008). This added dimension of graphical representa-
the feeling of presence (Kiousis, 2002; Steuer, 1995) because it re- tion allows people to embody their online identity to represent
fers to the users’ ability to perform and engage in a communication themselves in a more ideal way (Dunn & Guadagno, 2012).
304 J.K. Hammick, M.J. Lee / Computers in Human Behavior 33 (2014) 302–310

Although the technology of virtual worlds has yet to be developed and Eysenck (1975) define introversion, contrast to extroversion,
to capture facial expressions, it does offer elements of human com- as a tendency to be quiet, content with his or her own company,
munications such as full body appearance, gestures, locomotion and prefer smaller gatherings than larger social events. On the
(Franceschi et al., 2009). This avatar based environment enables other hand, neuroticism is a person’s tendency to experience psy-
social interactions without physical proximity in real life. chological distress and to be overly sensitive to many stimuli (Ey-
Second Life offers both synchronous and asynchronous commu- senck & Eysenck, 1975; Ross et al., 2009). The definitions of
nication. Using synchronous communication tools such as text or introversion and neuroticism indicate that shyness is highly corre-
voice chat, users can debate, discuss, and even participate in edu- lated to the two traits, but not equivalent to either one. Elaborating
cator-delivered presentations or lectures. On the other hand, other on this relationship, Eysenck (1956) distinguished introverted so-
users can choose asynchronous options such as sending messages cial shyness and neurotic social shyness: ‘‘we might say that the
and documents to people who are not online, or working alone introvert does not care for people, would rather be alone, but if
through a set of activities or games (Salt et al., 2008). Either way, need be can effectively take part in social situations, whereas the
users in Second Life are given greater control over the time and neurotic is anxious and afraid when confronted with social situa-
pace of interactions compared to FtFC. tions, seeks to avoid them in order to escape from this negative
Attitudes to Second Life regarding its potential and effective- feeling, but frequently wishes that he could be more sociable’’
ness are still ambivalent, ranging from strong support to skepti- (p.121).
cism. Technical difficulties are thought to be the most primary Although virtual worlds have not drawn much attention specif-
issue to constrain its utility (Salt et al., 2008). However, the unique- ically from shyness researchers, a lot of research on the personality
ness of Second Life still attracts much attention from both aca- traits and CMC tend to support CMC as a more ideal communica-
demic and business areas with a multitude of subjects to explore. tion environment for shy people (Dunn & Guadagno, 2012; Hertel
et al., 2008; Saunders & Chester, 2008; Stritzke et al., 2004).
1.3. Shyness and Internet usage Researchers have reported that shy people feel confident using
the Internet and that the Internet provides a mechanism for
Previous studies suggest that personalities are an important fac- expanding their social network (Birnie & Horvath, 2002; Saunders
tor influencing individuals’ Internet usage pattern and media & Chester, 2008; Scealy et al., 2002; Ward & Tracey, 2004). The
choice (Amichai-Hamburger, 2002; Amichai-Hamburger & Ben- clues can be found in studies on individuals with personality traits
Artzi, 2003; Hills & Argyle, 2003). Researchers have sought to an- that are highly relevant to shyness. For example, Amichai-Ham-
swer why certain media environments are preferred over others, burger, Wainapel, and Fox (2002) revealed in their experiment that
and studies have shown that CMC can be an ideal setting for indi- introverted and neurotic individuals expressed their real self-bet-
viduals with difficulty engaging in social communication in the ter in online environments while extroverted and non-neurotic
real world (High & Caplan, 2009; Orr et al., 2009; Ryan & Xenos, people found traditional social interaction better in expressing
2011). their self.
One of the personality characteristics that are suspected to Not surprisingly, several studies showed that shy people prefer
influence communication experiences and outcomes is shyness. to use the Internet (e.g. social media, instant messaging, chat
Shyness has been defined in many ways not only by psychologists rooms, email, etc.) over face-to-face interactions as a form of
but also by communication researchers, which shows that despite socializing (Bardi & Brady, 2010; Pierce, 2009) and to combat lone-
its wide use, it is also a difficult term to define. From more of a psy- liness (Amichai-Hamburger & Ben-Artzi, 2003; Sheldon, 2008). The
chological standpoint, shyness is characterized with feelings of dis- preference of shy individuals to CMC for social relationships often
comfort and an inhibition or avoidance of normal social behavior leads to Internet addiction (Chak & Leung, 2004; Ebeling-Witte
when in the presence of others (Briggs, 1988; Buss, 1980; Hender- et al., 2007; Hamburger & Ben-Artzi, 2000; Joinson, 2004). In a sur-
son & Zimbardo, 1998; Henderson, Zimbardo, & Carducci, 2001; vey, Hamburger and Ben-Artzi (2000) revealed that introverted
Leary, 1983). McCroskey and Richmond (1982), on the other hand, and neurotic females tend to show increased use of the Internet
defines shyness as ‘‘the tendency to be timid, reserved, and most for social purposes via the Internet more than do non-neurotic
specifically, talk less’’ (p. 460). As suggested in the self-perceived and nonintroverted males and females.
shyness measurement focusing on the amount of talk, McCroskey One of the possible reasons that can explain this phenomena is
(1984) argued that shyness represents a behavioral tendency, not that, compared to FtF, CMC offers people more control over an
a cognitive or affective orientation (McCroskey, 1984). interaction and their non-verbal cues and therefore provides a bet-
Shyness is identified with several core characteristics: quiet- ter opportunity to engage in a more careful self-presentation (Her-
ness, lack of confidence, inhibited social behavior, self-conscious- tel et al., 2008; Joinson, 2004). Specifically, Walther (1996) noted
ness and apprehension about being negatively evaluated in social that the reduced number of non-verbal and demographic cues in
situations (McCroskey & Richmond, 1982; Zimbardo, 1977). These CMC provide people with increased message-editing capabilities,
characteristics cause feelings of awkwardness, reticence, tension, allowing them to be more selective and strategic in their self-pre-
discomfort, aversion of gaze (Briggs, 1988; Cheek & Buss, 1981; sentation. As supporting evidence, the study by Stritzke et al.
Orr et al., 2009). Research suggests that there are certain types of (2004) revealed that shy and non-shy individuals categorized by
situations that increase the level of shyness: interactions with the Revised Cheek and Buss Shyness Scale (RCBSS) scores offline
authority figures; one to one encounters with members of the were also significantly different when measured with rejection
opposite sex; conversations with strangers; being the focus of sensitivity, initiating relationships, and self-disclosure. However,
attention in small groups; and explicitly evaluative situations such the shy and non-shy individuals were not significantly different
as job interviews (McCroskey & Richmond, 1982). In these social from each other when compared to the three measures in the on-
situations, an individual is more conspicuous or others can be line context (Stritzke et al., 2004).
intrusive. For this reason, one might feel that the actions or pres- According to self-presentation theory, the use of avatars and the
ence of themselves are potentially under scrutiny (Crozier, 1990). reduced visual and auditory cues in virtual worlds decreases a shy
Although the concept of shyness is often used interchangeably individuals’ experience of detecting negative or inhibitory feed-
with introversion and neuroticism (Ebeling-Witte, Frank, & Lester, back cues from others (Stritzke et al., 2004). Self-presentation the-
2007), scholars argue that shyness as a construct should be differ- ory is based on the assumption that in social situations, individuals
entiated from the two traits (Briggs, 1988; Eysenck, 1956). Eysenck attempt to control images of self- or identity-relevant information
J.K. Hammick, M.J. Lee / Computers in Human Behavior 33 (2014) 302–310 305

(Schlenker, 1980). They anticipate a discrepancy between the way they acknowledged its possible negative outcomes such as over
they expect to present themselves (perceived self-presentation) dependence on the Internet and compulsive Internet use.
and the way they would wish to present themselves (desired One of the possible assumptions for this result is that the effects
self-presentation) (Edelmann, 1987; Schlenker & Leary, 1982). As of CA are less revealing in CMC than FtFC because CMC is lower in
supporting evidence, Dunn and Guadagno (2012) revealed that media richness and has fewer social cues compared to FtF environ-
introverts and neurotic females tend to select attractive avatars ments (Campbell & Neer, 2001; Christensen, 2012). That is, individ-
with more discrepancies from themselves than extraverts and indi- uals with CA may perceive CMC as a less threatening form of
viduals low in neuroticism. This result indicates that the character- communication environment, resulting in having less anxiety
istics of virtual worlds may have a higher impact on individuals about interacting with others (Campbell & Neer, 2001). In other
with difficulties in FtFC. In FtF interaction, such discrepancies be- words, online communication has some empowering benefits
tween perceived and desired impressions can be inferred from and pressure reducing nature to encourage communication appre-
negative or inhibitory verbal and non-verbal cues (Stritzke et al., hensives to engage in communication because online communica-
2004). These cues include decreased eye contact, inattentive body tion has no observable facial reactions or intimidating elements
language, facial expression, tone of voice (Stritzke et al., 2004), that FtFC may have (Christensen, 2012; Meyer, 2006). In a qualita-
which do not exist in virtual environments. tive study on the potential of online communication for students
with CA, the participants responded that they felt more comfort-
1.4. Communication apprehension able in sharing in online settings (Christensen, 2012). This is con-
sistent with the earlier notion on shyness that the absence of
One of the negative communication outcomes that results from visual/auditory cues in virtual reality may help shy individuals
an unsuccessful communication experiences is communication more comfortable in communication. Considering that CA is one
apprehension (CA). CA has been conceptualized by McCroskey of the possible causes for shyness, it is likely that shy individuals
(1977) as ‘‘the fear or anxiety associated with either real or antic- feel less of CA in online communication. On the contrary, it is also
ipated communication with another person or persons’’ (p.78). possible to assume that non-shy individuals may not be influenced
Buss (1980) noted that CA can be caused by novelty or formality by virtual reality in regard to CA.
of the situation, subordinate status, unfamiliarity and dissimilarity Based on these expectations, the following hypothesis is
with the communication situation, and feelings of conspicuousness derived:
and excessive attention. Studies have shown that individuals with
a high level of CA tend to experience negative personal and social H1. There will be an interaction effect between the types of reality
adjustment, feel more anxiety and loneliness, and have fewer inti- (virtual vs. FtF) and shyness in terms of their feeling of CA. In other
mate and honest relationships (Blood, Blood, Tellis, & Gabel, 2001; words, shy individuals will feel less of CA in a virtual world than
Buhr & Pryor, 1988; Stacks & Stone, 1983). FtF settings while no difference will be found among non-shy
CA has been confused with shyness, even with the two consid- individuals.
ered as ‘‘conceptual twins’’ (McCroskey & Richmond, 1982). The
two constructs certainly share similar attributes in a manner that
they predict the tendency of less talking (McCroskey & Richmond, 1.5. Communication self-competence
1982). Like shyness, CA was also reported to be related to introver-
sion and neuroticism (McCroskey, Heisel, & Richmond, 2001). Since the concept and measurement of communication compe-
However, McCroskey and Richmond (1982) argue that shyness tence (CC) was a major concern in communication research during
and CA should be differentiated when considering the causes of the late 1970s and 1980s, the concept of CC has been widely used
the behavior. In terms of CA, the behavior is predicted by a single and measured in research literature (Blood et al., 2001; Hwang,
cause which is fear or anxiety. On the other hand, the cause of 2011; McCroskey, 2009; Wiemann & Backlund, 1980). CC is defined
the behavior indicating shyness can be the product of multiple fac- as ‘‘the ability of an individual to demonstrate knowledge of the
tors: social anxiety, low social skills or low social self-esteem appropriate communicative behavior in a given situation’’ (Larson,
(McCroskey & Richmond, 1982). Backlund, Redmond, & Barbour, 1978). However, McCroskey
McCroskey and Beatty (1986) also provide another way of dis- (1984) argued that in most cases, what was measured was the ac-
tinguishing between CA and shyness: ‘‘shyness is the predisposi- tual CC, not the subjects’ self-perception of her or his competence.
tion to withdraw from or avoid communication with other McCroskey (1997) suggested that it is not a person’s actual CC
people. Hence, CA is a subjective, affective experience whereas or skill that determines their willingness to communicate, but
shyness is a behavioral tendency that may result from multiple rather it may be the individual’s self-perceived communication
causes’’ (p.279). McCroskey and Richmond (1982) suggest that competence (SPCC) or skill. People make decisions about whether
they form ‘‘a genus–specie relationship’’, implying that CA can be to initiate communication on the basis of how competent they
included in the behavioral tendency of shyness. In association with think they are (McCroskey, 1997). This can be well supported by
shyness, CA is defined as ‘‘the tendency to behave in a shy manner the result that enhanced communication self-efficacy plays a
(talk less) because of fear or anxiety’’ (McCroskey & Richmond, strong role in motivating participants for communication (Zorn
1982, p.461). et al., 2006)
Scholars suggest that CA influences interpersonal communica- Scholars assert that CC is clearly not a personality-type orienta-
tion motivation and behavior (Flaherty, Pearce, & Rubin, 1998; tion, but is substantially related to personalities that are associated
Kondo, 1994; Rubin, 1993), which may illuminate on the possible with cognitive and behavioral aspects of communication (Hwang,
correlation between CA and online communication. A recent study 2011; Richmond, McCroskey, & McCroskey, 1989; Spitzberg,
by Ho and McLeod (2008) showed that respondents were more 1983). In particular, studies have shown that SPCC is negatively
willing to express opinions about the issue of legalizing same-sex correlated with CA (Blood et al., 2001; Richmond et al., 1989). In
marriage in the online chat room setting than FtF setting. In these this study, we see SPCC is composed of many factors including ac-
results, the questionnaire filled out by the subjects showed that CA quired communication skills (e.g. language skills) rather than a
was significantly related to willingness to express one’s own opin- personality trait. For example, Zheng, Young, Brewer, and Wagner
ion. Similarly, Neo and Skoric (2009) have found that people with (2009) revealed in their experiment that non-native English speak-
CA preferred instant messaging for social interactions although ers felt more comfortable and confident participating in an English
306 J.K. Hammick, M.J. Lee / Computers in Human Behavior 33 (2014) 302–310

conversation that took place in virtual world settings than class- shyness and communication competence, along with their drink-
room settings. Therefore, we investigated the relationship between ing habits before the discussion started. For the virtual world
the types of reality and individual shyness while controlling SPCC. groups, the questionnaires were completed online not to distract
In addition to the effect of virtual reality on the relationship be- the subjects from their online experience. When everyone finished
tween shyness, CC and CA, another focal point of this study is the survey, they were asked to log onto Second Life with a login
whether virtual reality has any effect on behavioral intent. name and a password provided to them.
Although a few researchers have paid attention to the difference The focus group discussion took place in a virtual meeting room
between online communication and FtF settings in regard to inter- in Second Life for approximately 20–25 min. Subjects participated
personal persuasion (Marcus, Nigg, Riebe, & Forsyth, 2000; Wilson, in the discussion via their avatars. The equal number of male and
2003), very little research has been conducted on measuring the female avatars was created in advance, and for the manipulation
persuasive power of virtual reality in term of their behavioral of anonymity, the avatars were randomly provided to subjects
intent. regardless of the name and the race of each subject. The subjects
Reardon (1991) describes interpersonal persuasion as follow- participated by typing in messages and were able to see other
ing: ‘‘interpersonal persuasion occurs when two or a few people people’s messages on the computer screen. Because not every sub-
interact in a way that involves verbal and non-verbal behaviors, ject was familiar with Second Life, subjects were provided with a
personal feedback, coherence of behaviors (relevance fit of remarks brief instruction about how to log on, to be seated and to type in
and actions), and the purpose (on the part of at least one interac- before the discussion started. Since the conversation in Second Life
tant) of changing the attitudes and/or behaviors of the other(s).’’ was text based, the conversation was saved as a text file for
Considering that virtual reality and FtF settings have differences analysis.
such as visual/auditory cues and message delivery mode (e.g. After the 20–25 min of online discussion regarding drinking is-
text-based or voice communication), it can be assumed that virtual sues among college students, the subjects were given another
reality and FtF have different effects on an individuals’ intention to questionnaire designed to measure their experience of the discus-
change behavior. Therefore, the research question posed for this sion: feeling of presence, perceived interactivity and their per-
study is: ceived communication apprehension during the discussion. Items
about their willingness to change their drinking habit were also in-
RQ1. How do virtual reality and FtF settings differently influence cluded for extended analysis.
on an individuals’ behavioral intent?
In this study, the topic of college students’ drinking problems 2.2.2. Real-life group
was chosen. After each session, individuals were asked whether Unlike the virtual world setting, real-life group condition was
they would be willing to change their current drinking patterns. conducted like usual focus group studies. Subjects were asked to
meet at a meeting room and be seated at a big round table. Be-
RQ2. How do interactivity and feeling of presence differently fore discussion, they were asked to fill out a printed question-
influence individuals’ CA? naire that is identical to the one given to virtual world
subjects. The discussion also lasted 20–25 min, and participants
spoke out their opinions and listened to others.’ The conversation
2. Method was recorded and transcribed for later analysis. Like the virtual
world condition, the second questionnaire was also given to sub-
2.1. Subjects and design jects, but it did not included items for feeling of presence and
perceived interactivity because these items were designed for on-
A total of 58 undergraduate students in a south eastern univer- line interaction.
sity participated in the experiment for the incentive of extra credit.
The sample consisted of 37 females and 21 males that ranged in
age from 18–23 years old. The subjects were recruited from several 2.3. Measurements
different classes to increase the probability that each individual
participating in the same session do not know each other. We used Self-report questionnaires were used for data collection for this
a 2 (shy vs. non-shy)  2 (virtual setting vs. real life setting) post- experiment. The questionnaires, which were given before and after
test only group design for this study. discussion (stimulus), consisted of the following categories: first,
shyness and communication competence were measured before
2.2. Procedure the discussion as an independent variable. Also, a few items mea-
suring rebellious tendencies were added to the first questionnaire
Subjects were told that they would have focus group interviews to convince the subjects of the purpose of the study. Second, com-
regarding drinking issues among college students. The drinking is- munication apprehension perceived during the discussion was
sue topic was selected as a discussion topic because, due to its per- measured as a dependent variable. Third, for a manipulation check,
vasiveness and controversy, it is one of the most common topics anonymity items were used to measure the perceived anonymity
which college students acknowledge and have opinions about. of the participants during the discussion. Considering the nature
They were also told that, before and after the discussion, there of online interaction, feeling of presence and interactivity items
would be surveys as to their opinions about the topic and their were used specifically for participants of the virtual world
experience regarding the discussion in which they participated. condition.
The subjects were randomly assigned to one of the two different
conditions: Second Life and face-to-face settings. In both condi- 2.3.1. Shyness
tions, each session consisted of 5–8 participants. Each session took Shyness was measured with the McCroskey Shyness Scale
approximately 20–25 min. (MSS) which is a 14-item, five-interval, Likert-type scale (McCros-
key, 1984). According to the MSS, the lower score indicates the
2.2.1. Virtual world greater the degree of shyness. Reliability in a previous study was
When all the subjects arrived in the research lab, they were reported to be .93 (Richmond et al., 1989). The reliability for the
asked to complete a questionnaire measuring their self-perceived test was 0.94.
J.K. Hammick, M.J. Lee / Computers in Human Behavior 33 (2014) 302–310 307

2.3.2. Communication competence SE = 0.41, than the shy individuals in the real focus group condi-
The self-perceived communication competence (SPCC; McCros- tion, M = 0.06, SE = 0.27 while no significant difference was found
key, 1984) was selected to measure the participants’ perception of among the non-shy individuals. Therefore, H1 was supported
their own communication competence. There were several self-re- (Fig. 1).
port measures of communication competence, but they were RQ1 asked whether the condition has an impact on individuals’
mostly designed to measure the actual communication compe- behavioral intent. There was a significant condition effect on indi-
tence of the subjects, rather than how the subjects perceived their viduals’ behavioral intent (i.e. intention to change their drinking
competence (McCroskey, 1984). This measure consists of 12 items behaviors), t (1, 55) = 3.9, p < 0.01. Those individuals in the real fo-
categorized in four types of communication context (public, meet- cus group condition exhibited a higher level of intention to change
ing, group, and dyad) and three types of communication receivers their drinking behaviors, M = 0.41, SD = 0.97, and n = 31, than those
(stranger, acquaintance, and friend). The total reliability of SPCC is who were in the virtual group condition, M = 0.48, SD = 0.75, and
0.90 and in this research, it was 0.89. n = 27.
RQ2 asked whether interactivity and feeling of presence influ-
2.3.3. Communication apprehension ence individuals’ communication apprehension. A linear regression
Communication apprehension was measured by The Traitlike model was used to test the relationship only among those who
Communication Apprehension (TCA), which is one of the two mea- were in the virtual reality group. As expected, shyness was found
sures of the Personal Report of Communication Apprehension to be a significant predictor of CA, F (1, 24) = 5.22, p < 0.05 in the
(PRCA) developed by McCroskey (1984). The TCA consists of 24 first model with R square of 0.18. In addition, only feeling of pres-
items with 5 intervals and is categorized to four dimensions: group ence was found to be a significant predictor of CA, F (2, 24) = 6.49,
discussion, meetings, interpersonal, and public speaking. State p < 0.01 in the second model with R square of 0.37. Interactivity
Communication Apprehension (SCA) was not selected because was not shown to be a significant predictor for CA, p > 0.05.
items of SCA tended to be vague, mostly focusing on physiological
indicants of the participants although it was designed to measure
for one situation. Compared to SCA (e.g. I was fearful), TCA was 4. Discussion
more specific in addressing different contexts causing communica-
tion apprehension (e.g. I am tense and nervous while participating This study investigated the effect of virtual reality on CA based
in group discussions). on an individuals’ personality trait, shyness. Feeling of presence,
However, the dependent variable of this experiment was not a perceived interactivity, and anonymity were also assessed as pos-
general pattern of anxiety/fear across communication contexts as sible moderators affecting the results. The results of the experi-
the TCA was originally designed (McCroskey, 2009), but the com- ment show that virtual reality positively affects people with
munication apprehension that participants felt during the specific shyness to feel less CA. This can be explained by the existing view
discussion that they participated. The reason is that communica- from the literature that compared FtF settings, the absence of vi-
tion apprehension that an individual has is not expected to be sual and auditory cues in virtual worlds positively reduces the pos-
changed by a 20 min discussion alone. Therefore, items of the sibility that shy people detect negative or inhibitory feedback cues
TCA have been adjusted to be able to measure the level of the from others (Stritzke et al., 2004).
dependent variable (e.g. I was tense and nervous while participat- In regards to the relationship between shyness and CA, this
ing in the group discussion). The reliability in this research was study shows that shy people were significantly influenced by vir-
0.95. tual reality on CA while non-shy people did not show much of a dif-
ference between the virtual world conditions and FtF settings.
Because CA is based on fear of communication, the results can also
2.3.4. Feeling of presence
be interpreted that the reduced experience of detecting negative
Feeling of presence was measured by a short-ended version of
cues in virtual worlds led shy people to feel less fear in communica-
the Independent Television Commission-Sense of Presence Inven-
tion. Considering that fear is one of the possible factors causing shy-
tory (ITC-SOPI; Lessiter et al., 2001). The ITC-SOPI is a self-reported,
ness, the result can explain why shy people felt less CA in virtual
posttest presence measure composed of 44 Likert scale items. The
worlds than FtF conditions. Further research should be conducted
questionnaire is divided in two parts: respondents’ thoughts and
to investigate the factors mediating communication outcomes.
feelings after and during the experience. It is also designed to mea-
Unlike shyness, the perceived CC did not turn out to be affected
sure four dimensions of presence (physical, engagement, natural-
by virtual reality in regard to CA. This can be interpreted in such a
ness, and negative effects) (Li et al., 2002). The reliability in this
way that the reduced experience of detecting negative cues may
test was 0.87.
reduce fear, but it does not make shy people feel that they have en-
hanced communication skills in virtual worlds.
2.3.5. Interactivity Additionally, the results of this study provide a clue to answer
Interactivity was measured by Measures of Perceived Interac- the research question: compared to virtual environments, FtF set-
tivity (MPI) which is an 18-item scale developed by McMillan tings turned out to be more effective in persuading the subjects’
and Hwang (2002). The items of MPI represent three elements of intention to change their drinking behavior. More research is
interactivity: direction of communication (e.g. the concepts of needed to identify what kind of factors of virtual worlds might
responsiveness and exchange), user control (e.g. participation), influence the result, and how the process of persuasion takes place
and time (e.g. time required for information retrieval) (McMillan differently online. One of possible reasons is that the existence of
& Hwang, 2002). The reliability in this test was 0.84. visual/auditory cues in FtF settings increases engagement from
the participants. It is also possible to predict that the opinions pro-
3. Results vided in FtF settings can be perceived to have a better reliability
than in virtual settings where there are no visual/auditory cues.
H1 predicted an interaction effect between the types of reality Despite the findings of this study, there are limitations that
(condition) and shyness. There was a significant interaction effect need to be addressed. First, manipulation check on anonymity
found, F (1, 53) = 4.41, p < 0.05. As predicted, the shy individuals did not turn out significant. Considering that anonymity is one of
in the virtual reality condition exhibited far less CA, M = 0.90, the factors of virtual reality that are often discussed in regard to
308 J.K. Hammick, M.J. Lee / Computers in Human Behavior 33 (2014) 302–310

Fig. 1. Interaction between the conditions and shyness on CA.

self-disclosure (Stritzke et al., 2004), it could have been an impor- elements that interact with each other, it has yet to be fully inves-
tant factor explaining the outcome of why shy people in virtual tigated as to what kind of characteristics of virtual worlds, that is
groups felt less CA than shy participants in FtF settings. One possi- different from FtF communication, reduces shy people’s communi-
ble reason why the anonymity manipulation check was not suc- cation apprehension. Based on a few clues suggested by this study
cessful was that the subject sampling was limited to college such as the nature of text-based communication and that interac-
students from the same college. Under the condition of sampling tivity did not appear influential, it is possible to make this predic-
from the limited pool of subjects, it was challenging to control tion: shy people felt less intimidated in virtual worlds compared to
the possibility that the students who participated in each session FtF settings when they have to face all the expressions of the other
may know each other. Another limitation to this study was the participants delivered by their visual and audio cues.
technical challenges in conducting the experiment, which impeded The results of this study indicate that virtual worlds affect shy
the subjects from perceiving the virtual reality. Experiments people to feel less communication comprehension, but did not
involving three-dimensional virtual worlds, such as Second Life, re- make them to feel more confident about their communication abil-
quire high performance computer graphics and fast Internet ity. That is, shy people’s feeling less comprehended in communica-
speeds. The less than ideal capabilities of the computer equipment tion might not have originated from their enhanced confidence in
in these two senses might have reduced subjects’ feelings of being communication, which supports the prediction regarding the lack
immersed in their virtual reality experience. of visual and audio cues.
Findings from this study can be extended to future research in However, the finding that FtF has more effect in changing peo-
several areas. The study of communication personality traits can ple’s intention to change drinking behavior suggests that virtual
be replicated in other types of online media. Given that each type reality has less persuasive power than FtF. That suggests that
of media has different features and environmental factors, future although virtual reality can be a more comfortable setting for shy
research could investigate how shyness and CA can be differently people to express themselves or participate in communication,
influenced by other media (e.g. synchronized/unsynchronized or the communication in virtual worlds may come across as less con-
text-based/visual or voice media). The study of shyness, communi- vincing. Therefore, the results of this study open up an extensive
cation competence, and CA in online environments is also closely possibility for future research. Such research will contribute to a
related to the educators’ concern of encouraging students’ partici- better understanding as to how virtual worlds can benefit people
pation. The question of what kind of class environment can encour- with communication challenges, and further how each of the com-
age shy students, or students with CA to participate in class can be munication environments can be best utilized for different com-
explored from the findings of this study. Furthermore, these com- munication purposes.
munication personality traits can be studied in association with an
individual’s cultural background (e.g. Asian students).
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