eprintid: 10065467 rev_number: 16 eprint_status: archive userid: 608 dir: disk0/10/06/54/67 datestamp: 2019-01-11 08:20:43 lastmod: 2021-10-18 00:21:23 status_changed: 2019-01-11 08:20:43 type: article metadata_visibility: show creators_name: Gonzalez-Franco, M creators_name: Slater, M creators_name: Birney, ME creators_name: Swapp, D creators_name: Haslam, SA creators_name: Reicher, SD title: Participant concerns for the Learner in a Virtual Reality replication of the Milgram obedience study ispublished: pub divisions: UCL divisions: B04 divisions: C05 divisions: F48 note: Copyright: © 2018 Gonzalez-Franco et al. This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. abstract: In Milgram's seminal obedience studies, participants' behaviour has traditionally been explained as a demonstration of people's tendency to enter into an 'agentic state' when in the presence of an authority figure: they attend only to the demands of that authority and are insensitive to the plight of their victims. There have been many criticisms of this view, but most rely on either indirect or anecdotal evidence. In this study, participants (n = 40) are taken through a Virtual Reality simulation of the Milgram paradigm. Compared to control participants (n = 20) who are not taken through the simulation, those in the experimental conditions are found to attempt to help the Learner more by putting greater emphasis on the correct word over the incorrect words. We also manipulate the extent to which participants identify with the science of the study and show that high identifiers both give more help, are less stressed, and are more hesitant to press the shock button than low identifiers. We conclude that these findings constitute a refutation of the 'agentic state' approach to obedience. Instead, we discuss implications for the alternative approaches such as 'engaged followership' which suggests that obedience is a function of relative identification with the science and with the victim in the study. Finally, we discuss the value of Virtual Reality as a technique for investigating hard-to-study psychological phenomena. date: 2018-12-31 date_type: published official_url: http://doi.org/10.1371/journal.pone.0209704 oa_status: green full_text_type: pub language: eng primo: open primo_central: open_green verified: verified_manual elements_id: 1618058 doi: 10.1371/journal.pone.0209704 pii: PONE-D-18-26919 lyricists_name: Slater, Melvyn lyricists_name: Swapp, David lyricists_id: MSLAT78 lyricists_id: DKSWA43 actors_name: Flynn, Bernadette actors_id: BFFLY94 actors_role: owner full_text_status: public publication: PLoS One volume: 13 number: 12 article_number: e0209704 event_location: United States issn: 1932-6203 citation: Gonzalez-Franco, M; Slater, M; Birney, ME; Swapp, D; Haslam, SA; Reicher, SD; (2018) Participant concerns for the Learner in a Virtual Reality replication of the Milgram obedience study. PLoS One , 13 (12) , Article e0209704. 10.1371/journal.pone.0209704 <https://doi.org/10.1371/journal.pone.0209704>. Green open access document_url: https://discovery.ucl.ac.uk/id/eprint/10065467/1/journal.pone.0209704.pdf