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Breaking the Familiarity Bias: Employing Virtual Reality Environments to Enhance Team Formation and Inclusion

Published 14 Feb 2025 in cs.HC | (2502.09912v1)

Abstract: Team closeness provides the foundations of trust and communication, contributing to teams' success and viability. However, newcomers often struggle to be included in a team since incumbents tend to interact more with other existing members. Previous research suggests that online communication technologies can help team inclusion by mitigating members' perceived differences. In this study, we test how virtual reality (VR) can promote team closeness when forming teams. We conducted a between-subject experiment with teams working in-person and VR, where two members interacted first, and then a third member was added later to conduct a hidden-profile task. Participants evaluated how close they felt with their teammates after the task was completed. Our results show that VR newcomers felt closer to the incumbents than in-person newcomers. However, incumbents' closeness to newcomers did not vary across conditions. We discuss the implications of these findings and offer suggestions for how VR can promote inclusion.

Summary

Enhancing Team Formation and Inclusion in Virtual Reality

The paper "Breaking the Familiarity Bias: Employing Virtual Reality Environments to Enhance Team Formation and Inclusion" investigates the use of Virtual Reality (VR) as a medium to foster team integration by mitigating biases commonly seen in traditional team dynamics. Team closeness and inclusion are critical components of successful team formation, particularly when incorporating newcomers into established groups where existing members (incumbents) often show a preference for familiar colleagues, a phenomenon known as familiarity bias.

Study Overview

The authors conducted a controlled experimental study with 87 participants assigned to teams of three members, working either in a Virtual Reality (VR) or an In-Person (IP) setting. The primary objective was to assess the perceived closeness between incumbents and newcomers and to measure any change in familiarity bias when using VR as opposed to an in-person environment. The experiment utilized a hidden-profile task that required collaborative decision-making, forcing participants to share unique information to identify the optimal choice of candidates for a fictional managerial position.

Key Findings

The study's results indicated that newcomers in the VR condition reported feeling significantly closer to incumbents compared to those in the IP condition. This enhanced closeness was mediated by the higher perceived similarity among participants when using VR, which helped newcomers integrate more seamlessly into the teams. However, incumbents' closeness to newcomers did not significantly differ based on the medium, and familiarity bias towards newcomers remained unchanged across both VR and IP conditions.

These findings suggest the asymmetric effects of VR on team dynamics, where newcomers benefit from the immersive and anonymizing nature of VR, allowing for reduced anxiety and better engagement with team members. In contrast, incumbents maintain their existing social patterns, revealing a limitation of VR in overcoming established biases.

Implications and Future Directions

This study highlights VR's potential as a tool for enhancing newcomer inclusion by providing a psychologically safe space where participants can focus on collaborative tasks without the pressures of traditional social dynamics. The anonymizing feature of avatars in VR contributes to diminishing visible differences, fostering a more inclusive environment. Despite VR's positive impact on newcomers, its limited effect on incumbents' bias indicates that additional interventions may be required to break entrenched social patterns.

Future research should explore diverse participant pools and new collaborative task types to evaluate the robustness of these findings across various settings. Moreover, exploring innovative VR design features, such as customizable avatars aligned with team objectives, kinesthetic cues, and dynamic virtual environments, could enhance team formation processes. Longitudinal and real-world studies could provide deeper insights into how VR affects ongoing team interactions and cohesion over time.

Conclusion

Employing VR in team formations offers an innovative approach to mitigating familiarity bias and enhancing newcomer inclusion. Although challenges remain in altering established team dynamics among incumbents, VR provides a valuable platform for fostering equitable and effective teaming experiences. As remote and hybrid work environments continue to evolve, these findings underscore the importance of integrating advanced technologies into team collaboration strategies to build more inclusive and productive workspaces.

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