You may have heard that people with gun ownership problems are increasingly turning to virtual reality to try to solve the problem of gun violence.
Now, a team of researchers is finding that people are actually looking for games they can play with other people at their houses, too.
Researchers at the University of Illinois at Urbana-Champaign and the University at Buffalo have been tracking the activities of 1,000 participants in virtual reality.
They found that about 50 percent of them were searching for virtual reality gaming at their own home.
And the majority of them said that they had a gun in their home.
The researchers also found that these people were more likely to be online, to be active on social media, and to report having a gun, as well as having access to more guns than other groups.
They also had more gun-related friends.
But they also reported using guns in a more socially acceptable way, using them to help others and to use them in self-defense.
“We’re really focused on getting people to explore their personal lives with other humans and engage in meaningful interaction,” said study co-author Elizabeth J. Brown, a psychology professor at the university.
“What’s surprising is that when we do that, we’re finding that gun ownership is actually a problem.”
“People with gun issues have been searching for games to play with people in their homes” for years.
It’s a trend that’s been seen before, said study lead author Amanda Schmiede, an associate professor of psychology at the UIC.
“They’ve been looking for virtual games that people can play on their own, and it seems to be a good place to start,” she said.
“People have been exploring their personal spaces and social spaces for years.”
Brown and her colleagues asked participants to participate in a virtual reality experiment that focused on virtual reality games and the interaction of people.
Participants played a virtual game called a shooter game.
Then they were asked to play a game called an arcade game, or a game where the player can shoot and shoot and kill other players.
Brown and Schmede also asked participants what they would do in an emergency situation.
People who were playing virtual games with other players, or using the virtual gun to protect other people, had a significantly lower likelihood of dying in an armed situation than those who were not.
But for people who were online playing virtual reality and shooting other players while using their guns in self defense, the odds of dying were actually significantly higher.
This finding indicates that social VR is potentially beneficial for gun violence prevention, Brown said.
For example, virtual reality can provide a safe space for people to practice self-defence in a safe environment, Brown explained.
“The next step is to look at the different ways that virtual reality impacts people’s ability to do that and see how they interact with their guns, because people are going to need that to make safe gun use safer.”
The researchers will publish their findings online in the March issue of the journal Social Cognitive and Affective Neuroscience.
They say their results indicate that social interactions with other virtual players, especially online, can be a positive step toward reducing gun violence in the United States.