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allo-i(

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Mixed Reality and Mixed Method tools for Alternative Imaginations

by

Arwa Michelle Mboya

B.A. Yale University (2016)

Submitted to the Program in Media Arts and Sciences, School of Architecture and Planning, in partial  fulfillment of the requirements for the degree of

 

Master of Science in Media Arts and Sciences  

at the

Massachusetts Institute of Technology September 2020

 

© Massachusetts Institute of Technology, 2020.  All rights reserved  

   

Arwa Michelle Mboya  

……… Program in Media Arts and Sciences 

August 17th 2020 

 

Certified by 

……… Ethan Zuckerman Associate Professor of Practice in Media Arts & Sciences

 

Accepted by 

……… Tod Machover Academic Head, Program in Media Arts and Sciences    

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allo-i(

s

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by 

Arwa Michelle Mboya

Submitted to the Program in Media Arts and Sciences, School of Architecture and Planning, on August 17th  2020 in partial fulfillment of the requirements for the degree of

Master of Science

Master of Science in Media Arts and Sciences

  Abstract:

The Imagination is a ​central - and underexplored - part of our cognitive faculties.​ It allows us to  dream, hypothesize and solve problems. Imagination is often linked with 'outside the box' thinking and ​the  ability to conceive of novel or unexpected solutions to problems​. For women in urban slums in Kenya,  stringent social norms that narrow socio-economic possibilities can pose a serious obstacle to imaginative  thinking about their futures and self efficacy. Can immersive storytelling be used as a tool to dismantle those  strictly defined boxes and result in more imaginative thinking about possible futures for women? 

Virtual Reality has often been called an 'empathy machine' but can it be an 'Imagination' machine as  well? This study uses a mixed methods approach to develop a conceptual framework around thinking about  the Imagination. In particular, I define what an Imagination Machine is and using the results of this study,  develop a framework of the key emerging elements of an Imagination Machine that can be useful to any  experience designer. 

The first analysis is adapted from the Growth Mindset Instrument (Dweck, 2006) and the second  innovates on natural language processing techniques, using deviations in Word2Vec embeddings to analyze  imaginative language. I also leave space for further analyses based on the data and experiment experience. I  designed a study where women engage in a series of Imagination exercises and surveys that test imaginative  thinking between members of one of four treatment groups: 1) A Narrative VR experience 2) A non-narrative  VR experience 3) A text form short story and 4) A control. 

Using the results, I develop a conceptual framework for understanding what an Imagination Machine  is. The key emerging elements are: Story, Immersion, Transposition, Alternate Reality Building and Access.  This thesis is at once a rigorous and novel study and an imaginative exploration itself of what Virtual Reality  Human Interaction means, when "Human" deliberately includes black women​.​ 

 

Thesis advisor: Ethan Zuckerman

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allo-i(

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by  

Arwa Michelle Mboya

     

This thesis has been reviewed and approved by the following committee members             Advisor:______________________________________________________________________ Ethan Zuckerman Associate Professor of Practice in Media Arts & Sciences MIT Media Lab

Reader:______________________________________________________________________

Pattie Maes Professor of Media Technology MIT Media Lab

Reader:______________________________________________________________________

Andrea Stevenson Won Assistant Professor of Communications Cornell University 

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                    For Malan,   

May your imagination never cease to soar, may your dreams always  run wild, may your spirit venture into the unknown and pave new 

realities for all of humanity.                                 

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Acknowledgements   

This thesis would not have been completed without the generosity and support of the  people around me.  

I would first like to start by thanking Ethan Zuckerman, my advisor, mentor and friend.  Thank you for believing in me and giving me the creative freedom to explore my interests and  supporting my academic work, creative endeavours and activist work. Your impact in my life will  never be forgotten. 

I would also like to thank my other advisors, Prof. Pattie Maes and Prof. Andrea Stevenson  Won for serving on my thesis committee and providing invaluable feedback during the exploration  and writing of this thesis.  

I would like to thank the Media Lab community as a whole, especially the Civic Media  community for their constant inspiration and for challenging me in the pursuit of a more just world.  I am especially grateful to my lab partner, Rubez Chong for providing a space that was as much an  intellectual resource as it was an emotional one. I could not have gotten through these last two years  without you. To Lorrie LeJeune, who was instrumental in helping me secure funding for this study  and who is like Mary Poppins, making things appear out of nothing. I would also like to thank Rahul  Bhargava and Nathan Matias for listening to the various iterations of my study and helping me  refine my goals. And thank you to Tom Lutz who spent time helping me with my 3D prints when  he really did not have to. 

I would like to thank the Busara Center for Behavioural research for once again executing  the fieldwork of my study, as well as all the women who took time out of their lives to participate in  my study. I am particularly grateful to Jennifer Adhiambo and Debra Opiyo for the hours spent  perfecting the tiny details of my experiment and to Chaning Jang and Anisha Singh for being flexible  with accommodations that made my study affordable. 

To Sabrina Hersi Issa, you arrived in my life at a pivotal moment and gave me comfort,  peace and support when it felt like there was none to be had. Because of your Bold work, I was able  to focus on my thesis.  

To my friends, Maddy and Grace who are present at every turn of my many journeys with  shouts of praise and encouragement, I thank you and owe you everything I have. 

This thesis would not have been completed without Orestes Papakyriakopoulos, who  brainstormed this work with me, edited it, and taught me how to get started with Natural Language  Processing. Your patience and understanding has made me and this work better. 

I would not be here without the emotional, moral and financial support of my family. To  Mum, Nyanya, Babu, Aunty Lillian, Aunty Carol, Aunt Vio, Aunty Sue, Uncle John, Uncle Francis,  Natasha, TJ and Malan, I thank you for always believing in me and giving me the encouragement  and determination to succeed, even from so far away.  

Finally, none of this would be possible without God, to whom I am grateful for providing  me the opportunity to study at the MIT Media Lab and whose strength I relied on to finish this  ambitious undertaking.  

   

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Contents    Overviews:    1. Acknowledgments  2. Abstract  3. Introduction  4. Research Questions  5. Literature Review  6. Experiment Design   a. Demographics  b. Study Design 

c. Sereya & Explore The World   

Methodologies and Results:   

7. Part 1 - A Future Growth Mindset  8. Part 2 - Experiencing VR 

9. Digression - A hard-ware problem  10. Part 3 - Word Clouds 

11. Part 4 - A Visualization Story   

Discussions:   

12. Emerging Elements of an Imagination Machine  13. Contributions & Future Research 

14. Conclusion  15. Bibliography  16. Appendix                           

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Abstract

The Imagination is a ​central - and underexplored - part of our cognitive faculties.​ It allows us  to dream, hypothesize and solve problems. Imagination is often linked with 'outside the box' 

thinking and ​the ability to conceive of novel or unexpected solutions to problems​. For women in  urban slums in Kenya, stringent social norms that narrow socio-economic possibilities can pose a  serious obstacle to imaginative thinking about their futures and self efficacy. Can immersive 

storytelling be used as a tool to dismantle those strictly defined boxes and result in more imaginative  thinking about possible futures for women? 

Virtual Reality has often been called an 'empathy machine' but can it be an 'Imagination'  machine as well? This study uses a mixed methods approach to develop a conceptual framework  around thinking about the Imagination. In particular, I define what an Imagination Machine is and  using the results of this study, develop a framework of the key emerging elements of an Imagination  Machine that can be useful to any experience designer. 

The first analysis is adapted from the Growth Mindset Instrument (Dweck, 2006) and the  second innovates on natural language processing techniques, using deviations in Word2Vec 

embeddings to analyze imaginative language. I also leave space for further analyses based on the data  and experiment experience. I designed a study where women engage in a series of Imagination  exercises and surveys that test imaginative thinking between members of one of four treatment  groups: 1) A Narrative VR experience 2) A non-narrative VR experience 3) A text form short story  and 4) A control. 

Using the results, I develop a conceptual framework for understanding what an Imagination  Machine is. The key emerging elements are: Story, Immersion, Transposition, Alternate Reality  Building and Access. This thesis is at once a rigorous and novel study and an imaginative exploration  itself of what Virtual Reality Human Interaction means, when "Human" deliberately includes black  women​.​  

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Chapter 3: Introduction Allo-I Def·in·ition : combining form prefix: ​allo- 1. other; different.  "allopatric"  im·ag·i·na·tion noun

noun: ​Imagination​; plural noun: ​Imaginations

1. the faculty or action of forming new ideas, or images or concepts of external objects not        present to the sense. 

Allo-I comes from a series of questions, prodings and reflections. I’ve been interested in the 

Imagination as a central research question, mainly looking at the power of Imagination and our ideas  about the future. I’ve also been very interested in emerging technologies such as Virtual Reality and  it’s potential to ignite the Imagination in new ways. When I began my research, I wanted to find out:  what does existing literature tell us about VR? What does existing literature tell us about the 

Imagination? And finally, is there any literature that overlaps these two concepts? As I started this  journey, I noted that, while extensive research exists for both concepts, almost none of it applies to  African women. This began a new journey, one where I could borrow and build upon existing  research methods, but had the freedom to charter new paths to discover new knowledge.

The heart of Allo-I is in world building and alternate realities. One of my favorite quotes comes  from Albert Einstein, in which he says: ​ "Imagination is more important than knowledge. For  knowledge is limited, whereas Imagination embraces the entire world, stimulating progress, giving  birth to evolution."​ If certain technologies and stories can allow us to stimulate Imagination, what  new narratives might emerge in the process?

Because of my interest in experiential entertainment, I’ve been fortunate enough to be in spaces  where people can create experiences, build worlds and share them with others to create memories, 

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dreams and ideas about the future. Kenya, where this study is based, is it’s own center of creativity,  beauty and magic but the type of experiential wonder I’m dreaming about hasn’t quite been reached  yet. Inspiration from companies such as Walt Disney Imagineering and Form Labs pushed me to  start asking the question, how can I recreate experiences such as these in Kenya? The magic is in the  technology but this can be expensive and bulky. Yet, there is magic everywhere, it’s only a matter of  how you look for it and where you find it.

Why Imagination?

The Imagination is an under-explored part of our cognitive faculty, and, as a subject matter,  spans across a wide range of fields and disciplines from Neuroscience to Psychology and 

Philosophy. The Imagination has been shown to be relevant is many aspects of our lives from  fictional story reading (Sadoski et al, 1990), cognitive development (Thomas and Brown, 2011) in  learning math and science (Arcavi, 2003), and of course, for creativity (LeBoutillier & Marks, 2003)  and innovation (Samli, 2011). More so, Imagination is linked with how we view our future selves  (Wilson & Gilbert, 2005) and how we prepare four our future lives (Hershfield et al. 2011). It may  also be linked with empathy and our capacity to help those around us (Gaesser & Schacter, 2014)  and our understanding of society (Talyor et al. 2004).  Yet, in each of these subjects of focus, hardly  any research exists in the continent of Africa. In a place where basic needs are still in the process of  being met, the idea of focusing on Imagination may not seem like a priority. However, I argue that  poverty is as much a socio-economic trap as it is an imaginative trap. 

In the literature review, I discuss Imagination more broadly but in the context of this  research, Imagination really refers to future self-narratives. That is, what do people imagine about  themselves in the future? How do the participants dream for themselves and for fictional characters  that may represent them? This study is really an interrogation on the perception of the future self,  what is possible and what these imaginations represent. 

   

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Why VR?

VR is a novel technology that affords us new displays and ways to interact with the digital that have  never been possible. It’s been frequently called an ‘empathy machine’ (Milk, 2015), a term that has  now been much debated, but I wonder whether it may be an Imagination machine as well. An  ‘Imagination Machine’ is something that sparks our Imagination and makes us think of new  possibilities, new norms and new futures and can be anything from a book to a theme park. Can  Virtual Reality act as an Imagination Machine and if so, how and in what ways? 

In contrast with a book, where a user has to rely on their imagination to immerse themselves  in the content, a Virtual Reality experience creates the whole experience for the user. One could  argue that there is little space to imagine within a virtual experience. Nevertheless, while a user might  not have to utilize their imagination to immerse themselves in the experience, how can the 

transposition from one world to another affect how we imagine ourselves and the future? Might it  be able to open up possibilities never before considered? 

The reason VR stands out to me is because I see it as a potential solution to deeply systemic  mobility issues. Mobility is the freedom and ability to move easily. Today, which passport you carry  heavily determines your mobility to see and experience the world as a whole. With a Kenyan  passport, I need a visa to travel to most countries in the world, having to go through rigorous and  expensive screening processes to secure a visa that still does not protect me from harassment or  extra screening when I actually travel. Mobility is also heavily determined by economic security and  stability. Even within one’s own country or city, where visas are not an issue, good public transport  systems and socio-economic status may determine how much access you have to a place. When I  think of women and children in Kenya, in low economic positions, the question of mobility is a  pretty bleak one. And while information and the media becomes more democratized, allowing  people to interact with the rest of the world virtually, being able to physically and mentally fully  experience another place remains out of reach for most demographic groups in the developing  world. 

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Many Virtual Reality experiences have a central theme of transporting others to new parts of  the world. NGO’s and international development companies are looking to use VR as a tool to  engage their donors with the parts of the world that they are working in. You can call this immersive  poverty porn. However, I am less critical of the reverse. That is, using VR as a mobilization tool to  widen the horizons of people who may not be able to access the world as equally as others. And  while visiting the Eiffel Tower in VR may not be as exciting as going to Paris to see it for yourself,  VR affords us the temporary feeling that we are actually there. More importantly, it offers us the  temporary belief that we have left the place we were and entered a new one and I’m interested in  knowing whether this new awareness, or temporary super power, can change the way in which we  think about our futures.

Allo I

Allo-I is a project that first tries to understand what the power of immersive storytelling is in a place  like Kenya. Who gets to use it, how is it interacted with and can social good come out of it? That is,  are there effects of world-immersion on language, our dreams and perspective about the future and  how we interact with it? And what narratives emerge from experiences such as these?

Essentially, Allo-I is an initial attempt at creating, defining and investigating Imagination Machines. I  define an Imagine Machine as an experience that enhances the capacity to imagine different possible  futures and empowers one to engage in future world building. An Imagination Machine does not  need to be technical or fully immersive, as with Virtual Reality but part of this study's goals are to  discover whether and how this new technology might function as an effective Imagination Machine.

An Imagine Machine is an experience that enhances the capacity to imagine the future and                              empowers future world building.

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A. Investigating the capacity to Imagine 

B. Investigating the Collective Imagination of built future words   

I define A) as interrogating what interventions and methods we can use to enhance the capacity to  imagine one's future self and increasing the possibilities that one can imagine from themself. I define  B) as the understanding of the collective imagination of a population, as understood through the  analysis of imaginative texts created by the population.  

 

I designed an experiment that is not only intended to investigate the clauses above but to assist in  creating a more robust definition of an Imagination Machine by using the results of the study to  build a conceptual framework for understanding Imagination Machines. What are the key elements  for creating an effective Imagination Machine and how does this study contribute to new ways about  understanding the Imagination? It will hopefully be a resource for Imagination experience designers,  anyone who wants to create an experience that empowers users to harness their imaginative 

capacities and build futures within that experience.

Thesis Breakdown

The rest of this thesis is broken down as follows. The next chapter identifies five key research  questions that will contribute to the development of the Imagination Machine elements framework.  I then conduct an extensive literature review about Imagination across disciplines, the importance of  storytelling and narratives in our lives and give an overview on relevant research in Virtual Reality. I  also include a review of existing Imagination measurement tools. Chapter 6 outlines the design of  the Allo-I experiment and includes the demographic survey results. Chapters 7 to 11 include the  methodologies and results of the five different approaches used in this study. The results discussed  in the context of the emerging framework elements in Chapter 12. I conclude the thesis in Chapter  13 and 14 by discussing the contributions of the work and highlighting important areas for future  research. 

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Chapter 4: Research Questions 

In order to investigate, 

A. The capacity to Imagine 

B. The collective Imagination of future world building 

this study sets out to answer the following exploratory research questions:

● Do immersive narratives result in a higher growth mindset and make imagining the future  easier than non-immersive narratives? Is narrative an essential element for this development? 

● Do immersive experiences enhance future world building more than non-immersive  experiences for Kenyan women? 

● How do Kenyan women living in Informal Settlements interact with Virtual Reality?  

● Can we use word embeddings and force-directed networks to learn more about the  sentiments of collective Imagination from an Imagination Exercise? 

● What makes up an Imagination Machine and can VR be used as one? 

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Chapter 5: Literature Review

Strulik (2019) discusses the idea of a  ‘neurobiological’ poverty trap, in which poor and  depressed people discount the future at a higher rate and invest less in the human capital of their  children, generating a vicious cycle where the poor inherit stress and poverty. This research suggests  that the Imagination and future thinking capacities of those who are poor or depressed might be  hindered, not only due to the present stresses that they face but also inherited and traumatic stress  (Lerhner & Yehuda, 2018; Bowers & Yehuda, 2016; Sharma & Rando, 2014). This literature review  looks at the Imagination from a neurological and psychological perspective and investigates what  other research exists that might support this theory and why the Imagination itself may be important  for our growth and development. It then looks at the impact and power of storytelling to change  perspectives and empower minds, particularly around women and perspectives about the future. I  append this section with literature on virtual reality as a medium, what it’s uses and affordances are,  and whether it can be considered to be an Imagination tool. Next, I carry out a brief overview of a  variety of existing indexes used to measure the Imagination. Finally, I include an overview of  literature about growth mindset thinking, as conceived by Carol Dweck, one of the methodologies  employed in this paper. 

What we know about Imagination

Imagining is crucial for the understanding of the world, for solving problems and making  projections about the future. If that capacity is compromised,  one's very existence in this world may  too be compromised.

As we’ve seen, the Imagination is commonly thought of a cognitive function, with its faculty  studied extensively in cognitive science. However, recent studies have identified theoretical 

frameworks for a neural system that connects our past, Imagination and predictions of the future  (Addis, 2007). In fact, memory and future thinking have been the most prominent associations with  Imagination in neuroscience with significant research focusing on the role of the hippocampus on  Imagination. The hippocampus, which is central for memory has now also been linked with future  thinking and Imagination (Maguire, 2011; Schacter, 2017; Kwal et al. 2013) Future thinking is an  imaginative capacity that can be characterized by neuroimaging studies. In a study aptly named 

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“mental time travel” the investigation of a young amnesiac woman finds that the hippocampus is  critical to the neural substrate of being able to project oneself into the future or into the past (Kwan,  2010). Mentally simulating the past may also have adaptive roles for humans (Suddendorf, 1994;  Schacter & Addis, 2007) . Research suggests that mental simulations may be necessary for the  reduction of stress and adaptability to the future (Pham & Taylor, 1999; Aspinwall, 2005).

According to Schacter (2017), neuroimaging studies show similarities between remembering  the past and imagining the future. They find that, while “imagining the future” might have some  small variances with “atemporal imagining”, many of the similarities are independent of temporal  factors. 

Various studies have been carried out to test this idea. Addis et al. (2010) use an 

experimental recombination paradigm to compare how older adults imagine the future versus how  they remember the past, finding that with weakened epsidoic memory, came more abstract, less  detailed Imagination.

Gilbert and Timothy (2007) discuss the human ability to “pre-experience” the future by  imagining it. Are our hedonic reactions actually reacting to our predictions of the future? The  authors say that when we imagine “the cortex generates simulation, briefly tracking subcortical  systems into believing that those events are unfolding in the present and then taking note of these  feelings these systems reproduce.” However, this system does not always yield perfect results. Even  if our brain is capable of eliciting emotions around a prospective future experience, Gilbert and  Timothy (2007) find that our brain often under or over predicts the feelings around true  perceptions. 

Returning to the role of the hippocampus, Mulukum et al. (2013) find that imagining the  future “requires a more extensive constructive process than remembering past experiences does.”  The study finds, quite interestingly, that activation in the hippocampus, decreases after repeated  simulations, perhaps reflecting a decrease in the novelty of the simulation. The outcome brings  important considerations for examining simulation but also sheds light on the fact that initial  Imaginations may be more strenuous than repeated ones, perhaps because each imagined outcome  may be bucketed as a memory or experience, making for less mental energy on the brain’s part when  having to imagine the same future event again. Addis et al. (2012), suggest that this could result in 

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the hippocampal activation 'recombining details into coherent scenarios or encoding these scenarios  into memory for later use.’

Hanson et al (2011) present the effects of poverty on the hippocampus. Due to increased  stress experienced by children living in poverty, the development of the hippocampus may be  compromised which can affect memory and learning capacities. The study, for the first time,  concluded that associations existed between income level and hippocampal matter, with children  from lower socio-economic backgrounds having less grey hippocampal matter and children from  higher socio-economic backgrounds having higher concentration of grey matter. Previous research  that links the hippocampus with future imaginings, could mean that children from poor 

backgrounds struggle to imagine future events due to weakened episodic memory. In fact, Bucker  (2010) finds that not only is the hippocampus and associated cortical structures activated when  people imagine the future, but that damage in the hippocampal region negatively affects this ability.

In a similar study determining whether damage in the hippocampus affects autobiographical  memory and imaginative capabilities, Cooper et al. (2011) found that hippocampal damage in  children negatively affects the capacity to recall autobiographical memory but did not impede on the  capacity to imagine fictitious scenarios. However, in adults, hippocampal damage showed negative  consequences for both memory and imaginative capacities.

Other research shows that Imagination and play in children are essential developmental  factors and that children who grow up under the stresses of poverty, later struggle with imaginative  tasks (Weinger, 2005). Imagination is important for these reasons. The hippocampus is implicated in  imagination and it is well documented that children under stress may have underdeveloped 

hippocampal grey matter.

Imagination in this context is associated with the capacity to imagine future events. These  Imaginations are not necessarily accurate predictions of the future but can be adaptive and  demonstrative of an active hippocampus. Research gaps still exist, especially with identifying the  phenomena across different demographics. If we take the Imagination, and the capacity to imagine  the future, as a social good and as factors for actual future societal outcomes, understanding the  hippocampus and it’s well being may be crucial for building better futures for ourselves. 

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Imagination and Future Self Narratives   

After understanding the role of the Imagination more broadly, I investigate more closely the  type of Imagination that pertains to this study. That is, imagining the future self and its potential to  improve the current self. 

Significant literature exists that examines the role of future self-perceptions on current  identity and on other behavioral characteristics (Peets & Wilson, 2008; Perunovic & Wilson, 2009;  Rathbone et al., 2011;). Ross & Wilson (2001; 2002), developed the Temporal Self Appraisal Theory  (TSA) which was primarily concerned with the idea that past and future selves could be thought of  as temporally extended selves and that these imaginations vary based on proximity to the current  self. Based on this theory, Perunovic & Wilson (2009), identify that present identity is affected by  what one imagines the future might hold, as much as these imaginations are always hypothetical. 

Rathbone et al. (2011) identified that the temporal clustering of autobiographical memories  and the imaginations of future events typically occur around periods of self-development, giving an  indication that the organizational effects of the self can be very powerful. The research suggests that  narrative structures about life are useful cognitive tools to organize future events and memories. 

Imagining future possibilities may have the capacity to change our current behavior, 

therefore. Murru & Ginis (2010) ran an experiment that examined the effects of engaging in a future  possible self exercise between two different treatment groups and a control group. One group  imagined themselves as physically fit and healthy in the future while another group was tasked with  imagining a future version of themselves that was inactive and unhealthy. A control group filled out  a survey about physical fitness. The effect of both interventions were positive, with participants  from both groups actively making healthier choices and seeking out more physical exercise. There  was no change in behavior in the control group, suggesting that simply imagining a future self, be it  in the negative or positive, can lead to shifts in behavior, a finding that this study also uncovers.  

The capacity to imagine oneself may also have outcomes in education and academic  achievement. Leondari et al. (2006) studied the relationship between constructing vivid possible  selves and academic performance, motivation, self-esteem and persistence on task. They found that 

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those who endorsed positive selves and created these more vividly had overall higher academic  performance and also exhibited more persistence on difficult tasks.  

The perceptions we have of ourselves and our futures may also be tied to personal stories  and cultural contexts. Sools et al. (2017) conduct a qualitative study that argues for 

'futuristic-hypothetical narratives as a tool to educate desire through imagination'. They find that the  creation of new experiences requires seeing a difference between the past self and the future self and  that these ideas are cultural and personal matters. Rathbone et al. (2016) conduct a cross cultural  study that investigates differences in possible future selves in young adults in Turkey, Serbia and the  United Kingdom. They find that the content and ratings of future selves varied between cultures,  also finding that these possible selves tended to map specifically onto very specific life script events,  which were tied to culture.  

Perhaps most significant for this study is Prince's (2016) work that considers the role of the  physical environment on the capacity to imagine future selves. This is different from the 

aforementioned work on cultural differences as it closely looks at the saliency of place or 'the 

meaningful physical environments of people's everyday lives as an active contributor to self-identity.'  Prince finds that place based experiences, which include sentiments such as belonging, aversion or  entrapment, can be internalized and encoded into participant's future self narratives. This study is  concerned with virtual environments but if physical environments can affect our future self 

narratives, then what is the potential for virtual physical environments to change our perceptions of  the future? If cultural context and physical space are powerful indicators of our possible future  selves, perhaps giving a wider range of experiences, even if they are only virtual, may increase the  possibilities we consider for our future selves. 

 

What we know about Storytelling

Storytelling is a powerful tool for inspiration. Across the world, many studies have 

demonstrated that powerful narratives can change how an individual perceives themselves and even  how communities perceive themselves. But how should we engage with those stories? Are books the  best way? Or are films better? And in the age of immersive technologies, what about Virtual Reality  storytelling? Moreover, is exposure more powerful than narrative itself?

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Jensen and Oster (2009) find that the introduction of cable television into rural villages in  India improved women's status in their society and resulted in lower preference for sons. 

Specifically, they found that the introduction of storytelling through the introduction of soap operas,  empowered women's status in the household, increased education enrollment rates for boys and  girls alike and resulted in lower fertility rates for women. Similarly, Woolley (2012) finds that media  exposure has a positive effect on self narrative outcomes.

The impact of media on perspectives and empowerment is broad and well researched.  Chattoo and Feldman (2017) find that narrative structure in documentary films about global poverty  impacts audience engagement and activism, finding that narrative reliability resulted in larger gains in  awareness, knowledge and actions.

Media effects research has also demonstrated how media narratives, the way we interact with  and experience them, can shape our beliefs and attitudes on a wide range of topics (Slater, 2002;  Strange, 2002). Other research has shown how the effects of media narratives can even shape how  we view ourselves (Appel, 2011; Djikic, 2009; Sestir & Green 2010). However, there is still room for  investigation in this area of narrative impact on the self. In an experimental study, Wooley (2012)  finds that narrative structures in media do not impact self-perspectives in participants completing  imaginative tasks. 

Sools et al. (2015), map forms of future Imagination by analyzing ‘letters from the future’.  Participants were asked to write letters to their future selves and the texts were qualitatively analyzed,  resulting in a framework of around imaginative functions: functionality, temporality, presence of  path between the present and future and vividness. However, little experimental research exists that  asks the question about the effect of media narrative on the self and perceptions of one’s future,  especially concerning the demographics that I’m interested in. While narrative and the media have  clearly been shown to be powerful tools in shaping our understanding of the world, there is still  much to be learned about the extent of that narrative and whether the medium in which the  narrative is encountered (book, film or virtual reality) makes a difference on those perspectives. 

       

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What we know about Virtual Reality

In Ivan Sutherland’s, now famous 1965 paper, “The Ultimate Display”, he ideates over various  computer displays and tells about their functions, the primary one being that a computer display is a  “looking glass into a mathematical wonderland.” (Sutherland, 1965). It is a frame for the world that  we cannot comprehend or compute on our own. And while many displays already existed that  served us well artistically and logically, there was yet a kinesthetic display that made use of all our  senses, including smell and touch. According to Sutherland, the ultimate display would:

“...of course, be a room within which the computer can control the existence of matter. A chair displayed in  such a room would be good enough to sit in. Handcuffs displayed in such a room would be confining, and a  bullet displayed in such a room would be fatal. With appropriate programming such a display could literally  be the Wonderland into which Alice walked.”

Today, the world hasn’t quite seen a rendition of such an ultimate display, taste and smell as  still senses unperturbed by most displays, but technology has evolved such that display experiences  can be more immersive, more embodied and more interactive than they were in the 1960’s. 

Truly, one could put on a virtual reality headset and experience Wonderland as we imagine  Alice to have experienced it. Alice in Wonderland, a story of fantasy and Imagination, is often  referenced to when thinking of ‘dream-like’ and ‘out-of-this-world’ possibilities. It is of no surprise  then that immersive and virtual experiences borrow from this world to create that same sense of  wonder. 

Camille et al (2013) create a world building tool in virtual reality, with features that allow use  of vocal commands to shape their world, to self-scale and other challenging interactions to create a  game-like effect. Many other world-building and embodied experiences exist that research shows,  develops a sense of “wonder”, “empathy” and “embodied presence”.  

As an 'empathy machine', there has been significant and positive research that suggests that  Virtual Reality can in fact increase empathy among its users. Herrera et al. (2018), found that Virtual  Reality perspective taking was more successful than traditional perspective taking tasks in building 

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positive and longer lasting attitudes towards the homeless than participants in the traditional  perspective taking group, even though that condition also saw an increase in empathy. They also  found that simply sharing information about homelessness to the control condition saw very little  change in empathy and actions toward the homeless. Other studies have also found similar effects.  Schutte & Stilinovic (2017), find similar results in a study where participants viewed a documentary  about a refugee girl's life. The comparison between VR documentary and traditional 2D 

documentary yielded greater engagement by the VR participants, connecting the experience to  empathy.  

The effects of Virtual Reality on embodiment and presence have long been studied (Kiteni  & Slater, 2012; Bailey et al. 2016; Sanches-Vives & Slater, 2005). Researchers have been interested in  the way that presence and embodiment may affect cognition and our actions. Bailey et al. (2012),  study the effect of presence in Virtual Reality on memory in the physical world and discover  significant negative correlations between presence in VR and spatial memory in the real world.  Moreover, Yee and Bailenson (2007) introduced the 'Proteus Effect', the argument that the 

virtual-self could change attitudes and behaviors. Greenwald et al. (1998) found that there was a bias  in favor of white skinned avatars than those in black virtual avatas, a difference which did not occur  when participants simply imagined being in a white or black body. Finally, Hershfield et al. (2011)  found that seeing an aged representation of the self in Virtual Reality resulted in greater financial  saving for the future.  

Education is also another widely studied intersection in virtual reality research (Kilmon et al.  2010; Friena & Ott, 2015; Makransky & Lilleholt 2018). Bailenson et al. (2008), found that seeing  one's avatar stereoscopically in third person VR, resulted in better learning of physical actions than  traditional video learning. Markowitz et al. (2018) also found that immersive VR field trips were  more educational and had longer lasting results in terms of information retention. The study is a  good case for education in VR, with the most revealing finding that participants who explored the  spatial learning environment more, demonstrated a greater change in knowledge about the content. 

So, where does our study of the Imagination stand in the realm of display technology? While  extensive research exists that demonstrates the various ways in which humans feel and interact with  the technologies, very little exists that tells us about the Imagination and virtual reality. There is 

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conflicting research about the effects of virtual reality on learning and creativity but there is very  little on the Imagination. The research described above gives us some sense that Virtual Reality has  the capacity to change our behaviors and our sentiments. The results from studies on empathy and  education are promising and given that this study is dealing with Imagination as a future 

self-efficacy, there is reason to be hopeful that VR will be a useful tool.  

Moreover, Stapleton et al (2011) argue that in the mixed reality continuum, where the  physical is on one end of the spectrum and the completely virtual on the other, that there is a third  reality: The Imagination. He argues that the Imagination is a third sensory input into any immersive  experience, be it physical or totally virtual with experience designers having very little control into  this third world. In order for us to make sense of a narrative, we must use our Imagination to  rebuild the story into our minds. The Imagination is capable of expanding an experience or limiting  it based on our memories and the power of our visual sensory Imagination. This might seem in  direct conflict with VR, where the world is fully constructed for the user but imagination still plays a  central role in our contextualizing of content and story. If we can see, touch and feel the experience,  does that free up our imagination to wonder even more, outside the confines of the story?

Liang et al. (2013) create an index of Imagination, specifically for virtual reality designers.  Synthesizing works between 1900 and 2012, they develop a list of indicators of Imagination that fit  into two definitions of Imagination: creative Imagination and reproductive Imagination. However,  the study does not show a link between imaginative characteristics and imaginative capabilities. With  such a growth in this new field, and it’s potential in health care, education and training, expanded  research in Imagination as a field would be useful not only for experienced designers but researchers  across multiple fields (Lanyi, 2006; ​Giuseppe, & Brenda K. Wiederhold, 2015; Riva, 2005). 

Virtual Reality research has been ongoing for decades yet, and yet as far as the author knows,  besides a publication on VR for Mining Training in South Africa (Squelch, 2001), no other research  about VR based in the continent of Africa, has been published. Because no research has been  conducted in places such as these, it is impossible to know, right now, whether VR can be an  effective imaginative tool in these communities. My work hopes to finally include some research  about this technology from non WEIRD (Western Educated Industrialized Rich Democratic)  societies. (Henrich et al., 2010) 

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Measuring Imagination

Before shifting into the design of this study's experiment, I want to highlight several existing  Imagination assessment tools and briefly discuss their suitability, or lack thereof, to my research  questions. There are several scales and indexes used to measure Imagination. The Imaginative  Behaviour Engagement Scale (von Stumm & Scott, 2019) is a psychometric test to assess individual  differences in Imagination. The survey asks questions such as “did you have one or more imaginary  friends as a child?” and “When you watch a good movie do you become immersed in the story as if  you were part of it?”. It explores Imagination for learning, creativity and schizotypal beliefs. While  the IBES scale measures differences in Imagination, The Self Descriptive Imagination Questionnaire  (Feng et al, 2017) typifies Imagination from a cross-cultural perspective. It describes five features of  the Imagination (expressive Imagination, openness to variations, instrumental Imagination, 

fats/future mindedness and conventionality) with a likert-type scale instrument with the goal of  understanding imagination from a cultural and social context

The Four Factor Imagination Scale targets imaginative practices and experiences (Zabelina &  Condon, 2019) is a 26-item scale with four features of the imaginative process. These include 1)  frequency, how much time one spends in imaginative states 2) complexity, how vivid is the  Imagination. 3) emotional valence, how positive or negatively balanced the imaginings are and 4)  directedness, which asks how directed imaginings are to specific goals or outcomes. This study was  created with the goal of expanding on the understanding of the imagination beyond the constraints  of mental imagery and creativity. The study and scale show that 'imagination is multi-faceted in  nature, and is better approached as a constellation of more narrowly measurable constructs.' This  finding was a central inspiration to the development of an Imagination Framework that concludes  this study.

Significant research relating to Imagination deals with fantasy. The Fantasy Questionnaire  (Weibel 2018), measures how prone an individual is to fantasy, distinguishing between imaginative  fantasy and creative fantasy. The Creative Experiences Questionnaire (Merckelbach et al, 2001)  measures proneness to fantasy in a 25-item survey. The study, conceiving fantasy as a positive trait, 

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found that a comprehensive measure of fantasy can result in a better understanding of personal  inner experiences, creative processes and problem solving. Although not exactly an Imagination  scale, the Tellegen Absorption Scale (Tellegen & Atkinson, 1974), examines the extent to which  people find themselves absorbed in perpetual or imaginative experiences. This survey doesn’t  investigate how one imagines but investigates how absorbed one is in their fantasies.

The Vividness of Visual Imagery Questionnaire (Marks, 1973) focuses more strongly on the  intensity of Imagination, assessing one’s ability to visualize familiar items or a scene. Meanwhile the  Movement Imagery Questionnaire (Hall et al, 1997) was developed and revised to measure imagery  of movement. Other similar scales also measure imagery with regard to kinesthetics such as the  Sport Imagery Questionnaire (Hall, Mack 1998) and The Kinesthetic and Visual Imagery  Questionnaire (Malouin et al, 2007).

Finally, other tests such as the Test of Creative Imagery Abilities look more closely at how  people perform in creative imagery tasks (Jankowska & Karwowski, 2015). It is scored on three  components: vividness, originality and transformativeness. The Hunter Imagination Questionnaire  (Jung et al. 2016) is an instrument designed to assess Imagination over an extended period of time,  as it correlates with or causes creative achievement.

While all these instruments are useful and have made advances in our understanding of the  Imagination, they are not appropriate for my study. These indexes were designed with different  goals and for different demographics. Allo-I is seeking to understand the impact of virtual reality  and storytelling on the ability to imagine one's own possible future and to create alternate realities,  particularly for marginalized communities. 

 

Growth Mindset   

In her now widely claimed book, "Mindset: The New Psychology of Success", Carol Dweck  outlines her research on a "growth" versus "fixed" mindset in individuals and organizations (Dweck,  2008). The key findings are that those who believe their talents and intellectualism can be developed  have a growth mindset and those who believe that these characteristics are innate gifts have a fixed  mindset. Those with a growth mindset, tend to have higher rates of academic and career success and 

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significant research has spun out of Dweck's initial work that proves her theory (Brunette et al. 2018;  Porter et al. 2020; K Yu, 2015; Broda et al. 2018). 

Other research has innovated and extended upon Dweck's work to demonstrate the impact  of a growth mindset on athletics (Williams, 2018), self-defence efficacy (Derr & Morrow, 2020) and  sexual health awareness (Brunette et al. 2018). Moreover, in particular relevance to this research,  studies have shown the effects of poverty on the growth mindset. Claro et al. (2016) finds that  family income is a strong predictor of academic achievement, as well as having a growth mindset.  They find that family income and a higher growth mindset are also correlated. However, having a  high growth mindset tempers the effect of poverty on academic achievement. The study finds that  students in the lowest 10th percentile of family income, who demonstrated a high growth mindset,  showed the same academic success with students in the 80th income percentile (with a fixed 

mindset). Therefore, a growth mindset can be a powerful tool to reduce the effects of poverty in the  classroom.  

Dweck (1999), developed a scale to measure growth mindset that consists of a three point  scale that asks participants how they view their intelligence: 1)You have a certain amount of  intelligence, and you can’t really do much to change it. 2) Your intelligence is something about you  that you can’t change very much. 3) You can learn new things, but you can’t really change your basic  intelligence. The instrument, as measured on a 6 point likert scale, is an indicator of growth mindset  but also arguably the ways in which participants view themselves and their futures. Broda et al.  (2018), develop a growth mindset intervention that educates participants on brain plasticity, an  exercise they call "Building The Brain." By exploring how the brain can be grown and exercised as a  muscle, a light-touch psychological intervention, they saw an increase in growth mindset and saw an  improvement in classroom GPA by Latino students.  

The wide range of applications on this work demonstrates elasticity and relevance around  the world. As far as the author knows, only one published study in Africa has used Dweck's mindset  instrument. Porter et al. (2018), found that growth mindset interventions in South Africa changed  learner beliefs, even though they did not improve master behavior or math achievement scores  directly. Further, the primary mode of Dweck's work has applied to children and teenagers, with the  instrument having been designed for teachers to use in a classroom setting. Dweck's growth mindset 

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instrument, having been robustly studied and applied, was an attractive instrument for my study over  and above the measurements described in the subsection above.  

Firstly, the idea of improving one's future and viewing it as malleable, just like intelligence or  talent, is an interesting gateway that has yet to be explored in much of the research published about  growth mindset. Having a growth mindset need not only be concerned with one's talents and  intelligence but of one's future and one's control over it. As other researches have adapted the  instrument to their own research goals, I adapt it to discover whether certain interventions can have  an impact on the growth of the future self, that is, the expansion of that self and a greater 

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Chapter 6: Experiment Design

This thesis sought to find answers to the following research questions:

1. Do immersive narratives result in a higher growth mindset and make imagining the future  easier than non-immersive narratives? Is narrative an essential element for this development?  2. Do immersive experiences enhance future world building more than non-immersive 

experiences? 

3. How do Kenyan women living in Informal Settlements interact with Virtual Reality?   4. Can we use word embeddings and force-directed networks to learn more about the 

sentiments of collective Imagination from an Imagination Exercise?   

5. What makes up an Imagination Machine and can VR be used as one? 

In order to answer these questions, I designed a two-week long study that innovated on  existing research practices and created some novel computational social science methods. The study  is described in full below and can be identified by the steps listed below: 

   

1. Demographics survey  2. Growth Mindset Test I  3. Imagination Exercise I  4. One week break  5. Intervention 

6. Growth Mindset Test II  7. Imagination Exercise II  8. VR Treatment focus groups  9. Analysis 

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The Demographics:

In order to test these questions, I designed a study to be carried out over two weeks with a  starting population of 212 participants. The final population of the study, that is, the number of  participants that returned for the post-treatment part of the experiment, was 180. This study targets  young women living in Nairobi, Kenya between the ages of 18-30. The demographic is chosen  because social norms and expectations of women in Kenya are far more stringent and limiting than  they are for men. I select a younger age demographic because the study evaluates prospects about  the future. Younger women, with more of their lives ahead of them, were my target demographic  and more likely to have more flexible perspectives about their futures (see Table 1 for demographic  summary). The demographics survey included the following variables: age, gender, marital status,  number of children and employment status. It also included several variables on media consumption  such as how they consumed media and which social media platforms they primarily used.   

   

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Pre Intervention: Growth Mindset Test:

After completing a short demographics survey (see Table 1), participants engaged in the first  test, the Growth Mindset Test (Dweck, 2008). The Growth Mindset test is a questionnaire used to  measure self-efficacy and optimism about the future, typically meant for children. It is primarily used  to ask questions about intelligence but has frequently been adapted to include questions around  talent. I add onto these adaptations by adding a final section on the future growth mindset and the  capacity to imagine the future. This modified instrument is therefore a self-efficacy indicator, as well  as an imagination index instrument (see Appendix).

The questionnaire has 12 questions, with 6 options per question. Each answer is linked with  a score, making the range of scores 6-72, with 72 representing a very high growth mindset. While 

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there are other questionnaires and tests that measure Imagination as seen in the literature review,  there is little relating to the participant’s concept of the future and their role in defining it. Further,  because this scale has been so widely used, targeting a minority demographic will yield more answers  on it’s robustness and effectiveness on young adults and women living in informal settlements.  

The Imagination Exercise:

This is an oral interview exercise where the participant will be asked to imagine the future of  a fictional character, Mary or Lucy. The interviewer will guide the participant through a series of  questions about the character's life. The interviews are recorded and transcribed in English.

INTERVIEWER: Imagine a 16 year old girl called Mary. She is sixteen years old and has her whole life ahead of  her. Let us imagine a bright future for her. Close your eyes and take a minute to let your Imagination explore. If she  could do or be anything, imagine what would her life be like? Think outside of the box. 

1. Describe Mary’s personality in two to three sentences  2. What is Mary’s favorite subject? Why does she like it? 

3. After what education level should Mary complete her studies and why?  4. When should Mary get married? 

5. Describe closely what Mary does for work? 

6. Where does Mary want to live? Why does she want to live there? 

7. How many children will Mary have? What are the ideal genders? What does she do to make  her children happy?  

8. What is Mary’s most precious material possession? Why is it so important to her?  9. Who is the head of Mary’s household and why? 

10. Who does the cooking in Mary’s household and why?  11. Describe, in a few sentences, what gives Mary the most joy?  12. What is Mary’s favorite hobby? Why does she enjoy it?  13. Where does Mary’s family go for holiday? 

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14. Mary has a side hustle (​Biashara)​. What is it and how does she practice it?  15. Describe Mary’s biggest ambition? 

After the first Imagination exercise, participants leave the study center and return on the same day  the following week for the second half of the intervention.

Interventions & The Allo(i) ToolKit:

The Allo(i) toolkit is a kit of lightweight narrative experiences that may be repurposed to tell or  experience narratives that encourage alternative futures. The experiences in this kit have been  curated from other content creators. For the purpose of this study, the materials from the toolkit  will be used as part of the intervention. The tool kit includes:

1. Sereya - ​A Virtual Reality 360 Film 

2. Explore The World - ​A Virtual Reality Experience  3. Sereya Text - ​A short story​  

4. Mary and Lucy - ​Fictional Characters for Imagination Exercise 

Below, I describe each of the interventions and why I selected them for the Allo(i) Toolkit. 

Sereya - A New Maasai Way (Amerf Flying Doctors & VR Gorilla Productions)    

This is an 8-minute long 360 Film that is narrated by a little girl, Sereya. She takes the viewers on a  journey through her Boma in western Kenya. The film is a documentary that follws Sereya as she  goes through the ‘Alternative Rite of Passage’, an alternative and new path for young women who  want to put an end to FGM (Female Genital Mutilation). The story begins with 12-year old Sereya  describing her home and community and then navigates to the Alternative Rite of Passage 

ceremony, where the community learns about and then celebrates the end of female genital  mutilation. Sereya, having relieved herself of the burden of FGM, goes on to imagine herself as a 

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doctor. The film ends on a hopeful note, with Sereya and her friends playing in the village,  reimagining what opportunities lie ahead for them. 

The story is both empowering, educational and immersive. I chose this film because it  centers young women who are trying to carve out new paths for themselves and who have dreams  bigger than what has been prescribed for them. The film ends at the excitement of ‘candle night’, a  ceremony where Sereya and her peers get accepted as young women in their community. The film  was perfect for my goals because it was important that the content was Kenyan and felt relatable to  the participants. It still had a magical quality as the film took place in an environment that none of  the participants had ever spent time in and centering the Maasai: a group of iconic people in Kenya  who have been so exoticized that they sometimes feel fictional or unreachable. This was a 

non-interactive, third person experience. 

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Figure 6.5: Candle light ceremony.

 

Explore The World In 4K 360:    

This is a 4-minute long experience that takes the viewer around the world in high definition 360  footage. We see everything from mountains, to oceans, to waterfalls, to vast cities and amazing  wildlife. The footage includes scenes from Kenya’s Maasai Mara as well. It is backed by a meditative  audio track that makes the ambience, calm and relaxing. This experience has no narrative - it is just a  series of 360 shots around the world and doesn’t include any human interaction. I picked this  experience because of the effect of ‘wonder’ it elicits without needing much interaction from the  viewer.

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Figure 6.6: Explore the world, environment 1.

 

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Figure 6.8: Explore the world, environment 3. 

     

 ​Figure 6.9: Explore the world, environment 4.   

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Figure 6.10: Explore the world, environment 5. 

   

Figure 6.11: Explore the world, environment 6.  

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Sereya, Text: ​This is the short story version of the 360 Film. This text is a transcript of the 

narrator’s voice over in the film, with only a few select changes made to adapt the voice over into a  short story. This is not an auditory or visual experience. I chose to keep the story in text form as it  allows the participant to imagine the character and world for themselves, as they wish. See appendix  to read the text.

Post-Intervention

After a week-long break, participants returned for the intervention. Participants were randomly  assigned to one of four treatment groups:

 

Table 2. Treatment Groups

Intervention Variable

Name

Description

Control Control No intervention

Sereya, VR VRsereya A VR narrative film

Explore The World, VR

VRexplore A VR non-narrative

experience

Sereya, Text Text Short story

 

In the second week, 180 participants returned, and therefore, 45 participants were assigned to each  group. The Growth Mindset Test and the Imagination Exercise were repeated after the intervention  was administered. For the Imagination exercise, the name of the fictional character they had to  imagine switched from Mary to Lucy or Lucy to Mary depending on the name they first received. 

VR Focus Groups:

Finally, participants who completed either of the VR interventions (VRsereya​ or VRexplore​) were  asked to participate in a short focus group to gather their experiences and sentiments about VR and 

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the content they viewed. Responses gathered in this intervention make up the Virtual Reality Human  Interaction section of our results, in chapter 8.

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Methodologies and Results  

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Chapter 7: Part 1 - A Future Growth Mindset   

Methodology

Growth Mindset Instrument

The Growth Mindset Instrument uses a likert point scale for each question on the survey. Answers  range from strongly disagree, mostly disagree, disagree to agree, mostly disagree and strongly agree,  with a score range of 1-6 for each question. The survey contains 3 questions relating to intelligence  growth mindset, 3 questions relating to talent growth mindset and 6 questions relating to future  growth mindset making for a total of 12 questions. A score will be calculated for each instrument  and then averaged to get the Growth Mindset Score. For each question, 1 represents the lowest  growth mindset and 6 represents the highest. Depending on the framing of the question, a 1 may be  associated with "strongly agree" or "strongly disagree". For example, in one of the questions, 

"Regardless of my current situation, I think I have the capacity to change my intelligence quite a bit",  the "strongly disagree" option would receive a score or 6 and the "strongly agree" option would  receive a score of 1. Alternatively, for the question, "I have control over my dreams and my future",  the "strongly agree" option would receive a score of 6 and the "strongly disagree" option would  receive a score of 1. The highest possible overall score is 72 and the lowest possible score is 12.   

Mann-Whitney U Test

For analyzing the specific sample pairs for stochastic dominance pairwise, I use the Mann-Whitney  U test (Mann & Whitney, 1947). This ​is a nonparametric test of the null hypothesis that it is equally  likely that a randomly selected value from one sample will be less than or greater than a randomly  selected value from a second sample. This test is used ​to investigate whether two independent  samples were selected from populations having the same distribution. 

   

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Multiple Regression Analysis

To better understand the effect of each intervention on the total Growth Mindset Score, I use a  linear multiple regression analysis. ​ This test allows us to see the linear relationship between two or  more interval predictors and one interval outcome variable​. 

Ordinal Regression Analysis

For measuring the effect of each intervention on each individual question in the Growth Mindset  test, I use the statistical tool, ordinal regression analysis (Winship & Mare 1984). This is a type of  regression used for predicting an ordinal variable. An ordinal variable is one that exists in an ordered  category and the distance between those categories is not known. This makes it useful for variables  that exist in Likert-type scales such as the one in the Growth Mindset Test where for each question  the participants answer on an agreeability scale.

Results

In this section, I present the results of the Future Growth Mindset Survey. The first analysis  uses the Mann Whitney U-Test to understand the difference in means across each treatment group,  before and after the intervention. The results are presented in Table 3 and Figure 7.1. 

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Figure 7.1 

 

Table 3. GMI results

Treatmen t

Pre-Intervention Mean Post-Intervention Mean P-Valu e Control 48.688 51.5333 0.119 VRsereya 48.066 51.866 0.056 VRexplore 49.955 53.111 0.034 Text​sereya 49.2 53.511 0.032  

The results above show a significant increase in the mean of the Growth Mindset Scores for  each treatment group, except the Control group proving that each intervention each had an effect,  with the Textsereya​ intervention (Sereya, Text) resulting in the highest difference in mean. It is worth 

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noting that although the Control did not have a positive result, it was close enough to zero which  suggests that simply asking participants to engage in imagining the future is a useful intervention in  itself.

I ran the same test for each individual question. I present the relevant and interesting  findings in Table 4 below.  

 

Table 4. Individual GMI Results

Question Treatment Pre-

Intervention Mean Post- Interventio n Mean P-Value 1. Regardless of my current situation, I think I have the

capacity to change my intelligence quite a bit.

Control 2.73 4.62 <0.001

  VRsereya 3.08 4.4 <0.001

  VRexplore 2.6 4.6 <0.001

  Text​sereya 2.755 4.755 <0.001

4. I don’t think I personally can do much to increase my talent.

Control 2.755 4.91 <0.001

  VRsereya 3.06 4.28 0.001

  VR​explore 3.15 4.644 <0.001

  Text​sereya 2.93 4.88 <0.001

6. Regardless of my current situation, I think I have the

capacity to change my talent quite a bit.

Control 4.64 4.62 0.29

  VR​sereya 4.24 4.73 0.05

  VR​explore 4.53 4.46 0.384

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8. I find it difficult to imagine what my future could look like

Control 3.8 3.42 0.18

  VR​sereya 3.62 3.91 0.23

  VRexplore 3.53 3.71 0.26

  Textsereya 3.48 3.37 0.34

9. I don’t think I personally can do much to improve my future.

Control 5.244 4.77 0.019

  VRsereya 4.644 4.733 0.343

  VRexplore 5.06 5.08 0.49

  Textsereya 4.97 4.93 0.47

10. I can try new things, but I don’t have the ability to change the trajectory of my life. Control 5.0 4.6 0.04   VRsereya 4.86 4.8 0.44   VRexplore 4.84 4.71 0.17   Textsereya 5.0 4.9 0.36  

When investigating each question individually, we can isolate significant effects across  treatment groups for certain questions. Question 1 (​Regardless of my current situation, I think I have the 

capacity to change my intelligence quite a bit)​ yielded significant increases across all treatment groups, 

including the Control, as did Question 4 (​I don’t think I personally can do much to increase my talent).  Question 6 (​Regardless of my current situation, I think I have the capacity to change my talent quite a bit)​ yielded  a statistically significant increase in score for only VR​sereya​. While both Question 9 (​I don’t think I 

personally can do much to improve my future)​ and 10 (​I can try new things, but I don’t have the ability to change the  trajectory of my life)​ did not yield significant increases for any of the intervention groups, participants in 

Control had significantly ​lower ​scores the second time they did it. Holding for any other changes, this  implies that the interventions had a significant effect in maintaining the scores for this question. 

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