Research Article
Open access
Published Online: 17 July 2024

Does Embodying a Divine Avatar Influence Moral Decisions? An Immersive Virtual Reality Study

Publication: Cyberpsychology, Behavior, and Social Networking
Volume 27, Issue Number 7

Abstract

The term Proteus effect refers to the changes in attitudes and behavior induced by the characteristics of an embodied virtual agent. Whether the effect can extend to the moral sphere is currently unknown. To deal with this issue, we investigated if embodying virtual agents (i.e., avatars) with different characteristics modulate people’s moral standards differentially. Participants were requested to embody an avatar resembling the Christian God in His anthropomorphic appearance or a control human avatar and to perform a text-based version of incidental and instrumental dilemmas in a virtual environment. For each participant, we recorded (1) chosen options (deontological vs. utilitarian), (2) decision times, (3) postdecision feelings, and (4) physiological reactions (skin conductance response and heart rate). We found that embodying God vs. a control avatar did not change the performance in the moral dilemma task, indicating that no strong Proteus effect was at play in our experimental conditions. We interpreted this result by examining the constraints and limitations of our task, reasoning about the necessary conditions for eliciting the Proteus effect, and discussing future developments and advances in the field. Moreover, we presented compelling effects concerning dilemma type, chosen option, personality traits, and religion affiliation, thus supporting and extending literature on decision making in moral dilemmas.

Introduction

Choosing what is morally right or wrong is an essential decision that has important personal and social repercussions. Although in many circumstances, the “right” choice appears clear and straightforward, in others, it may not be so immediate, particularly when deciding between two or more options may give rise to moral conflicts. Conventionally, to investigate how these conflicts are experienced and resolved, researchers describe hypothetical situations in which people must necessarily choose between two possible alternatives, both of which are followed by undesirable and negative outcomes. These conflict situations are referred to as moral dilemmas.1 A well-known example is the Trolley dilemma, in which people must decide between pulling a lever to deviate the course of a runaway trolley and save a number of people, traditionally five, from being killed by the collision, but sentencing one person to death, and not taking any action.2 Usually, people tend to prefer the first option, defined as “utilitarian,” over the second option, defined as “deontological,” i.e., they choose the option for which the least number of lives are lost.3 This dilemma is an example of “incidental” dilemmas, in that their consequences are foreseen, but unintended.4,5 However, in other dilemmas, defined as “instrumental,” the killing of one or more people is a direct mean to save others’ lives. An example is the Footbridge dilemma, where the decision-makers must push a person off a bridge to stop the runaway trolley through his body and thus save the five people.6 In this case, the utilitarian option becomes much less frequent, and the deontological one appears more often in people’s choices.3 In fact, formulating the dilemma in such a way, the omission of action is considered the less serious and the more morally acceptable option3,7 The omission of action is often justified by appealing to the “Do not play God” principle,8 whereby no one has the right to make a decision that does not respect the limits of one’s own social rank or function. Inaction is perceived to interfere less with the “natural order”9 and people explicitly report that they are not in the position to decide who lives and who dies.8 Interestingly, one previous work showed that the weight of the “Do not play God” principle might be reduced when people play roles that make them responsible for protecting others.10
In the Christian-Catholic culture, the right to protect, and to decide for people’s life is attributed to the ultimate moral agent, i.e., God, who is traditionally described as the supreme moral judge who watches over humanity with the power to interfere with people’s fate.11,12
In this vein, with this study, we explored if “being” God might change how people solve moral dilemmas. To do so, we used immersive virtual reality through which people can feel a virtual body as if it is their own13 and, crucially, change their attitudes and behavior according to the body physical features of the avatars they are embodying,14–23 a phenomenon called the “Proteus effect.”14 Hitherto, the effects of embodying specific characters have been explored in domains like cognitive improvement22 or psychological well-being.21 Crucially, however, the effects on the moral sphere are currently unexplored (See Supplementary Data for an overview of the Proteus effect). Thus, in this study, we expand current knowledge by investigating whether embodying a moral authority affects moral conflicts. In doing so, we presented participants with incidental and instrumental moral dilemmas and recorded their choices, the time to make their decisions, their physiological reactions during the decision, and their postdecision feelings, while embodying an avatar resembling the anthropomorphic representation of the Christian God (vs. a control human avatar). This avatar has already shown to affect people’s sense of power and invulnerability, by making them overestimate their physical abilities and physiologically under-react to events threatening their physical safety.24 Since the most given justification of why people make fewer utilitarian choices is because they do not want to “play God,” we hypothesized that participants virtually embodying God would first produce a higher number of utilitarian choices, exhibiting shorter decision times, and second would lead to weaker emotional responses and less negative postdecision feelings. Moreover, we expected more pronounced differences in instrumental dilemmas compared to incidental dilemmas.

Materials and Methods

Participants

We recruited 64 Italian healthy participants (35 females and 29 males; age: M = 23.78, SD ± 4.73, min = 19, max = 39) to take part in a within-subject design experiment with the factor Avatar with 2 levels (God-avatar and Control-avatar). See Supplementary Data for detailed information about the sample.

Materials

We used two avatars (Figure 1A and B) previously employed by Frisanco et al.24 (for a detailed description of the God-avatar design and validation). Participants were immersed in a simple naturalistic environment with a mirror set in front of them reflecting the virtual body they were embodying from the chin down. The task required them to stand still and move their right arm, thanks to a handheld controller. Although allowing limited interaction with the avatar, this apparatus ensured maximum control over participants’ distance from the board and a proper recording of the physiological measurements, while still eliciting an effective sense of ownership and agency over the virtual body24 (Figure 1D and E, see Supplementary Data for details).
FIG. 1. Representation of the avatars and the experimental setup. Upper panels represent (A) a participant wearing the head-mounted display (HMD) through which the virtual body of (B) the God-avatar and (C) the Control-avatar is observed from a first person perspective (1PP). Lower panels (D, E) show a schematic representation of the motion capture system.
We used 30 experimental and 2 filler moral dilemmas from Lotto et al.4 validated database. From the stimuli in the original dataset, we selected only those that did not present any personal involvement (i.e., to save or let oneself die besides other people). The experimental dilemmas were classified into 15 instrumental dilemmas, which described killing one individual as an intended means to save others, and 15 incidental dilemmas, which described killing one individual as a foreseen, but unintended consequence of saving others (see Table 1). Each dilemma was presented as a text on a 3D black panel that appeared in the virtual environment in front of the participant, through a series of four boards (Figure 2, description in Supplementary Data).
FIG. 2. Sequence of boards in the procedure.
Table 1. Sample Instrumental and Incidental Dilemmas (Text Translated from Italian). Option A and B Represent the Deontological and Utilitarian Choice, Respectively
Incidental (no self-involvement)You are the pilot of a military aircraft in mission over South East Asia. During the flight, you realize that a missile has accidentally been launched by another military aircraft. The missile is directed toward a small tourist plane carrying six persons. You note a military reconnaissance aircraft in the surroundings of the missileOption A) You let the accidentally launched missile hit the tourist plane, thus killing the six persons on board.
Option B) You start the emergency missile destruction procedure. You know that the explosion will make the military reconnaissance aircraft precipitate and the pilot die, but the six persons on the tourist plane will be safe.
Instrumental (no self-involvement)You are carrying out research into the behavior of lions in the Savannah of Central Africa. From an observation tower, you can see four people hide behind a bush. They are being followed by a lion and are trying to get away from it. The lion has seen them and is heading for the bush. Another person has been able to climb the observation tower.Option A) You let the enraged lion head for the 4 people hiding behind the bush, who will be mauled to death.
Option B) You push off the person who has climbed the tower so that the lion is drawn toward him. You know that this person will be mauled to death, but the other four will have time to escape.

Measures

We recorded the frequency of utilitarian and deontological responses and decision time as main dependent measures. In addition, to get a broader understanding of how the virtual body can influence how moral conflict is experienced and resolved, we recorded postdecision feelings and physiological reactions.
Postdecision feelings consisted of seven questions that participants were required to answer after each dilemma by using a Visual Analog Scale (VAS) ranging from 0 to 100. The questions were as follows: “How much guilt (VAS 1), shame (VAS 2), unpleasantness (VAS 3), arousal (VAS 4) did you feel about the decision you made?,” (VAS 5) “How moral did you feel about the decision you made?,” (VAS 6) How difficult it was to make the decision,” and (VAS 7) “How morally superior do you think the option you chose is to the other?”
Decision time was calculated by adding up the time spent to read the option and take the decision.
Skin conductance response (SCR) and heart beats per minute (BPM) were recorded over the course of the experiment as an implicit measure of arousal and valence, respectively.
Further measures were used as covariates in the analysis: The A/B God Scale25; Interpersonal Reactivity Index (IRI)26; The Self-Importance Moral Identity scale (SIMI)27; and Embodiment illusion questionnaire24,28–32 (Table 2; for further information on physiological recording and administered measures, see Supplementary Data).
Table 2. Embodiment Illusion Questionnaire: Q1-Q4 Items Referred to Participant’s Perception of Owning the Avatar Body (i.e., the Feeling That the Virtual Body is One’s Own Body); Q5-Q8 Measured the Perceived Agency over the Virtual Body (i.e., the Feeling to Be in Control of the Avatar Movements). Total Score Formula: [(Q1 + Q2-Q3-Q4)/4 + (Q5 + Q6-Q7-Q8)/4]
Q1Body ownershipexperimentalI felt as if the virtual body was my body
Q2Body ownershipexperimentalI felt as if the virtual body I saw was my own body
Q3Body ownershipcontrolIt seemed as if I might have more than one body
Q4Body ownershipcontrolI felt as if the virtual body I saw was another person
Q5AgencyexperimentalIt felt like I could control the virtual arm as if it was my own
Q6AgencyexperimentalI felt as if the movements of the virtual arm were my own
Q7AgencycontrolI felt as if the movements of the virtual arm were influencing my own movements
Q8AgencycontrolI felt as if the virtual arm was moving by itself

Procedure

The experimental procedure met the approval of the ethics committee and is described in detail in the Supplementary Data.

Analyses and Results

Preliminary analysis on embodiment illusion score is reported in Supplementary Data. We performed data analyses using R software33 by RStudio.34 We used the package lme435 to perform multilevel mixed linear regression analyses (LMM) and multilevel log-linear regression analyses (GLMM”)36,37 for continuous and dichotomous dependent variables, respectively.
We performed GLMM analysis on Option, with the categorical variables, Avatar (God-avatar and Control-avatar), Type (Incidental, Instrumental), and their interaction as fixed effects. We performed separated LMM analyses on VAS1, VAS2, VAS3, VAS4, VAS5, VAS6, VAS7, Decision Time, SCR in Decision making, SCR postdecision, BPM in Decision making, BPM postdecision, with the same categorical variables Avatar, Type, and Option (Deontological and Utilitarian), and their interaction as fixed effects.
As suggested by Barr,38 we built the random part with the maximal structure allowed by our data without incurring in convergence issues. To select the variables to include in each model as covariates, we set multiple null models with participants’ scores on the questionnaires + Gender + Religion + Religiousness as not-interacting fixed effects. As for the random structure, we set the random intercept over participants and the random intercept over dilemmas. Statistical significance of fixed effects was determined using type III Wald F test with Kenward–Roger degrees of freedom39 and the Anova function from car package. Post hoc pairwise comparisons (Holm corrected) were performed using least-squares contrasts (lsc), as employed in R’s lsmeans package.

Option: deontological vs utilitarian decision

Contrary to our hypothesis, the main effect of Avatar was not significant (χ2 (1)=2.07, p < 0.15), suggesting that embodying the avatar of God did not affect participants’ moral choices.
The analysis revealed a significant main effect of Type (χ2 (1)=67.06, p < 0.01). When participants read the instrumental dilemmas, the probability of choosing the utilitarian option was 3.14 lower compared to the incidental dilemmas (z=−8.19, SE = 0.38, p < 0.01). We reported response percentages in Supplementary Data.
To quantify the evidence in favor of the null effects of Avatar, we fitted models with a different fixed structure, by including the main effect of Type (m0), the two main effects of Type and Avatar (m1), and the Avatar*Type interaction (m2). We calculated and compared the Bayes Factors (BF) through BIC (Bayesian Information Criterion) approximation. The results revealed strong evidence in favor of m0, both over m2 (BF = 304.71) and over m1 (BF = 7.02), confirming the idea that the best model explaining our data is the one where only the effect of Type is accounted for (see Supplementary Data for detailed analyses).

Decision time

The analysis did not reveal a significant main effect of Avatar (F(1, 674.65)<.06, p = 0.81).
The analysis revealed a significant main effect of IRI (F(1, 61.98)=4.86, p = 0.03), where higher scores were associated to longer decision time (b = 0.21, SE = 0.09, t(61.63)=2.27, p = 0.03). We found a significant Type*Option interaction (F(1, 1751.90)=15.34, p < 0.01). In instrumental dilemmas, participants took longer to decide (t(1199.3)=4.44, p < 0.01) when they chose the utilitarian option (M = 25.1, SE = 1.41) compared to the deontological option (M = 20.3, SE = 1.26). In incidental dilemmas, participants took longer to decide (t(1758.4)=2.79, p = 0.02) when they chose the deontological option (M = 25.9, SE = 1.56) compared to the utilitarian option (M = 22.6, SE = 1.25).

Postdecision feelings

VAS 1: Guilt

The analysis did not reveal a significant main effect of Avatar (F(1, 831.10)=.08, p = 0.77).
The analysis revealed a significant main effect of Religion (F(2, 59.99)=11.05, p < 0.01), with Catholic Christians reporting a higher level of guilt (M = 76.1, SE = 4.06) compared to both Atheists (M = 51.3, SE = 3.44; t(60)=4.62, p < 0.01) and Agnostics (M = 58.8, SE = 4.88; t(60)=2.82, p = 0.01). We found a main effect of SIMI (F(1, 59.94)=10.71, p < 0.01), where higher scores were associated with a higher level of guilt (b = 1.49, SE = 0.44, t(59.97)=3.38, p < 0.01). We found a significant Type*Option interaction (F(1,1753.66)=6.03, p = 0.01) such that in instrumental dilemmas, participants experienced a lower level of guilt (t(1340.9)=−11.51, p < 0.01) when they chose the deontological option (M = 56.8, SE = 2.65) compared to the utilitarian option (M = 68.3, SE = 2.84).

VAS 2: Shame

The analysis did not reveal a significant main effect of Avatar (F(1, 111.97)=.07, p = 0.79).
The analysis revealed a significant main effect of Religion (F(2, 61)=14.60, p < 0.01), with Catholic Christians reporting a higher level of shame (M = 65.7, SE = 4.95) compared to both Atheists (M = 31.2, SE = 4.04; t(61)=5.40, p < 0.01) and Agnostics (M = 44.3, SE = 5.91; t(61)=2.78, p = 0.02). We found a significant Type*Option interaction (F(1, 1295.41)=9.90, p < 0.01). In instrumental dilemmas, participants experienced a lower level of shame (t(1369.7)= −7.56, p < 0.01) when they chose the deontological option (M = 41.4, SE = 3.14) compared to the utilitarian option (M = 55.6, SE = 3.32).

VAS 3: Unpleasantness

The analysis did not reveal a significant main effect of Avatar (F(1, 367.89)=.10, p = 0.75).
The analysis revealed a significant main effect of Religion (F(2, 59.97)=8.96, p < 0.01), with Catholic Christians reporting a higher level of unpleasantness (M = 84.8, SE = 3.84) compared to both Atheists (M = 66.0, SE = 3.26; t(60)=3.75, p < 0.01) and Agnostics (M = 65.1, SE = 4.60; t(60)=3.44, p < 0.01). We found a main effect of SIMI (F(1, 59.87)=12.53, p < 0.01), where higher scores were associated with a higher level of unpleasantness (b = 1.52, SE = 0.41, t(59.83)=3.71, p < 0.01).

VAS 4: Arousal

The analysis did not reveal a significant main effect of Avatar (F(1, 418.86)=.77, p = 0.38).
The analysis revealed a significant Type*Option interaction (F(1, 1187.50)=3.94, p < 0.05). In instrumental dilemmas, participants reported a lower level of arousal (t(1388.5)=−4.47, p < 0.01) when they chose the deontological option (M = 48.1, SE = 3.50) compared to the utilitarian option (M = 54.4, SE = 3.24).

VAS 5: Morality

The analysis did not reveal a significant main effect of Avatar (F(1, 775.08)=.63, p = 0.42) or any other significant effect (all ps > 0.18, all Fs < 1.78).

VAS 6: Difficulty

The analysis did not reveal a significant main effect of Avatar (F(1, 438.85)=.26, p = 0.61).
The analysis revealed a significant main effect of SIMI (F(1, 62.09)=22.02, p < 0.01), where higher scores were associated with a higher level of difficulty in taking the decision (b = 1.90, SE = 0.39, t(62.03)=4.92, p < 0.01).

VAS 7: Moral superiority

The analysis did not reveal a significant main effect of Avatar (F(1, 882.89)=.18, p = 0.67) or other significant effects (all ps > 0.07, all Fs < 3.20).

Skin conductance response

SCR in decision making

The analysis did not reveal a significant main effect of Avatar (F(1, 1732.79)=.42, p = 0.52).
The analysis revealed a significant main effect of Religion (F(2, 58.26)=4.21, p = 0.02), with Catholic Christians presenting a higher level of SCR (M = 0.88, SE = 0.11) compared to Agnostics (M = 0.38, SE = 0.14; t(58.5)=2.85, p = 0.02).

SCR postdecision

The analysis did not reveal a significant main effect of Avatar (F(1, 784.96)=2.24, p = 0.14).
The analysis revealed a significant main effect of Religion (F(2, 58.26)=4.12, p = 0.02), with Catholic Christians presenting a higher level of SCR (M = 1.17, SE = 1.15) compared to Agnostics (M = 0.56, SE = 0.17; t(58.9)=2.76, p = 0.02).

Beats per minute

BPM in decision making

The analysis did not reveal a significant main effect of Avatar (F(1, 67.42)<.01, p = 0.98).
The analysis revealed a significant main effect of SIMI (F(1, 59)=6.22, p= 0.02), where higher scores were associated with a lower BPM (b = −0.93, SE = 0.37; t(58.99)=−2.54, p = 0.01).

BPM postdecision

The analysis did not reveal a significant main effect of Avatar (F(1, 70.96)=.39, p = 0.54).
The analysis revealed a significant main effect of SIMI (F(1, 59)=5.84, p= 0.02), where higher scores were associated with a lower BPM (b = −0.91, SE = 0.37; t(59)=−2.46, p = 0.02).

Discussion

Consistent with the Proteus effect, suggesting that people tend to modify their behavior according to the avatar they embody, we expected the God-avatar would lead people to differently experience moral conflicts, mitigating the “Do not play God” principle and leading to more utilitarian choices, shorter decision times, weaker emotional responses, and less negative postdecision feelings. In contrast to our prediction, we found no significant effect linked to the avatar for any of the dependent variables we investigated. Two main factors might explain these null findings, one linked to the intrinsic features of the task, and one relative to the main measures employed.
First, to increase statistical power, we moved from a classical one-shot presentation to the presentation of 30 different moral dilemmas. In doing so, we asked participants to imagine 30 scenarios and repeatedly answer the same set of questions. This might have made the experiment too long and repetitive, producing mental fatigue in our participants and affecting both their involvement and any possible effect of the embodiment illusion. We tried to tackle this issue by presenting the moral dilemmas with randomly interspersed motor exercises, which served as breaks and as a way to remind and strengthen the embodiment illusion, but this expedient might have been insufficient.
Linked to this, a second problem regarded the use of a two-option response in the moral dilemmas: given the frequency of their choices, it is reasonable to think that participants wanted to be consistent with themselves, avoiding postdecision dissonance,40,41 which in turn, might have covered any embodiment effect. We were aware that blatantly choosing between two options might have been an issue; thus, we considered an alternative method, which consisted of providing only the utilitarian option and then asking participants on a VAS how likely that option would have been their choice. However, this prevented us from investigating participants’ postdecision feelings related to a decision the participants consciously made after reading the consequences of both the options presented.42 In fact, we were more interested in exploring moral conflict in its complexity rather than focusing only on the resolution, by observing also emotions and postevaluations.
Unfortunately, we also found no avatar-driven effect on SCR and heart rate responses, which are more unconscious and less controllable. We speculate that, again, the repetitive nature of the task might have led participants to experience less distress after repeatedly facing similar dilemmas, paying less attention, and putting less effort into trying to imagine the various situations described. Results could differ greatly if participants were immersed in a virtual scene in which they could “act” the moral dilemmas and see the consequences of their action. In doing so, the task would require fewer mental resources, avoiding imaginative effort, and we could observe automatic responses rather than deliberate judgments.

Conclusions

Although the results did not confirm our hypotheses, this work is one of the few studies that aimed at investigating the effect of the embodiment illusion on the moral dimension.43–45 Results did not offer definitive evidence of the nonexistence of the Proteus effect in this domain, as there are multiple factors that may contribute to explain these null findings (e.g., the task nature, duration, selected measures, little interaction with the avatar and environment). This is precisely why further investigation is required to explore the experimental conditions under which the Proteus effect works most effectively (e.g., lower cognitive load, greater realism of scenarios, less task repetitiveness) and to determine whether the use of avatars strongly related to the moral dimension—as the God-avatar—might influence one’s moral standards.
Importantly, we found compelling effects concerning dilemma type, chosen option, personality traits, and religion affiliation that we discussed in Supplementary Data, thus supporting and extending literature on decision making in moral dilemmas.

Acknowledgments

This work was supported by the BIAL Foundation Grant (258/20) “In God’s shoes: embodying the avatar of the supreme moral authority modulates psychophysiological indices of one’s own morality”. Moreover, the support of the Institut d’ Etudes Avancées, Paris, is gratefully acknowledged.

Supplementary Material

File (cyber.2023.0242_supplementary_materials.pdf)

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Published In

cover image Cyberpsychology, Behavior, and Social Networking
Cyberpsychology, Behavior, and Social Networking
Volume 27Issue Number 7July 2024
Pages: 482 - 489
PubMed: 38860338

History

Published online: 17 July 2024
Published in print: July 2024
Published ahead of print: 11 June 2024

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Data Availability Statement

The datasets generated and analyzed during this study and Supplementary Data (illustrative video, scripts) are available on the Open Science Framework repository (https://osf.io/gewam/?view_only=3d0702aa53434dbab1a0a07965f1776a)

Authors

Affiliations

Department of Psychology, Sapienza University of Rome and CLN2S@sapienza, Fondazione Istituto Italiano di Tecnologia (IIT), Rome, Italy.
Michael Schepisi
Department of Psychology, Sapienza University of Rome and CLN2S@sapienza, Fondazione Istituto Italiano di Tecnologia (IIT), Rome, Italy.
Gaetano Tieri
IRCCS Santa Lucia Foundation, Rome, Italy.
Virtual Reality Lab, Unitelma Sapienza University, Rome, Italy.
Salvatore Maria Aglioti
Department of Psychology, Sapienza University of Rome and CLN2S@sapienza, Fondazione Istituto Italiano di Tecnologia (IIT), Rome, Italy.
IRCCS Santa Lucia Foundation, Rome, Italy.

Notes

Address correspondence to:Althea Frisanco, Social and Cognitive Neuroscience Lab, Department of Psychology, Sapienza University, Rome Via dei Marsi, 78, 00185 Rome, Italy [email protected];[email protected]

Authors’ Contributions

A.F.: Conceptualization (lead), formal analysis (lead), investigation (lead), project administration (lead), software (supporting), writing—original draft (lead), and writing—review and editing (equal); M.S.: Conceptualization (supporting), formal analysis (supporting), and writing—review and editing (equal); G.T.: Software (lead) and writing—review and editing (equal); S.M.A.: Conceptualization (supporting), funding acquisition (lead), project administration (supporting), supervision (lead), resources (lead), and writing—review and editing (equal).

Author Disclosure Statement

The authors declare no competing interests.

Funding Information

This work was supported by the BIAL Foundation Grant (258/20) “In God’s shoes: embodying the avatar of the supreme moral authority modulates psychophysiological indices of one’s own morality.

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