Virtual reality check: Statistical power, reported results, and the validity of research on the psychology of virtual reality and immersive environments
Section snippets
Declaration of competing interests
The authors report no conflicts of interests associated with this research.
Defining virtual reality: approaches and challenges
There are a variety of approaches to both conceptualizing and researching VR technology. On the industry side, the technology and entertainment non-profit Virtual Reality Society defines VR as a type of immersive and realistic emulation that “present[s] our senses with a computer generated virtual environment that we can explore in some fashion” (Virtual Reality Society, 2017a). First-generation VR researchers including Ivan Sutherland and Myron Krueger similarly defined VR through the use of
Materials and method
This study used a meta-scientific analysis to describe and analyze the methods used in VR experiments in communication and psychology research. The goal was to determine the average statistical power, distribution of reported p-values, rate of statistical reporting errors, and availability of data in these experiments. Such methods have previously been used by scholars to survey a field's existing body of knowledge for reliability, accountability, and accuracy—important values for replicability
Descriptive statistics
The screened articles (N = 61) ranged in publication year from 2002 to 2018. In total, 29 journals were represented, with the Annual Review of CyberTherapy and Telemedicine being the most frequently represented with 14 articles, followed by Media Psychology (n = 8) and Frontiers in Psychology (n = 7). At the test level (K = 1122), the majority of statistical tests came from Frontiers in Psychology (k = 167), followed by Media Psychology (k = 157) and CyberPsychology, Behavior, and Social
Discussion
In line with prior meta-scientific research on methodologies used in communication and psychology, this study found trends suggesting that there is room for improvement in methodological practice in the scientific pursuit of understanding VR's effects on users. Findings from this study speak to four main areas including statistical power, patterns of reported p-values, the frequency of reporting errors, and the availability of study materials.
Our first research question concerned the degree of
Conclusion
The four research questions pursued in this study touch on four stages of the research process: Study design, data analysis, reporting findings, and sharing knowledge. The observations we report in this study suggest there are clear methodological challenges facing scientific practice at each of these four stages. This data provides an empirically-grounded cause for alarm for social scientists studying VR and a structure for further exploration. One can only hope that these findings can be used
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