Frontiers in Human Neuroscience, 8, Article 944. The relationship between virtual self similarity and social anxiety. First citation in article Crossref, Google Scholar Journal of Personality and Social Psychology, 63(4), 596–612. Inclusion of other in the self scale and the structure of interpersonal closeness. First citation in article Crossref, Google Scholarĭ. Journal of Personality and Social Psychology, 87(5), 573–585. Strategies for social inference: A similarity contingency model of projection and stereotyping in attribute prevalence estimates. Journal of Personality and Social Psychology, 87(3), 340–353. Inside the mind reader’s tool kit: Projection and stereotyping in mental state inference. Journal of Personality and Social Psychology, 49(6), 1621–1630. Global self-evaluation as determined by the desirability and controllability of trait adjectives. Self-endorsing versus other-endorsing in virtual environments. The impact of consumer avatars in Internet retailing on self-congruity with brands. We discuss the theoretical and practical implications of actor–observer asymmetry in virtual reality. People embodied in an avatar that resembled the self had more positive evaluations of the avatar’s behavior than those embodied in a stranger avatar. Participants with the third-person visual perspective judged avatar behavior more intentional and used more subjective reasons to explain it. Viewing events from the first-person visual perspective increased event engagement indicated by greater self-presence in the virtual world and self-avatar merging. Results showed that visual perspective was an important factor influencing people’s virtual experience. Actor–observer differences were captured from four dimensions: participants’ engagement with the virtual event, behavior explanations, behavior evaluations, and perceived agency. We designed a ball-tossing game in an immersive virtual environment as a test case. We conducted a pilot study ( n = 69) and a pre-registered main study ( n = 101) manipulating visual perspective and avatar identity to investigate their impacts on actor–observer asymmetry. Virtual reality technology enables users to easily switch their visual perspective and modify an avatar to represent users’ own or another’s identity. Abstract: Actors and observers attend to different aspects of behavior, leading them to interpret the same event in distinct ways.
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