Project title

Virtual Burglary Project – Pennsylvania

ID

virtual-burglary-Penn

DOI 10.57801/nkn8-0s33 Findable
Resource type Dataset / Virtual Reality Experiment
Citation van Gelder, J.-L., McClanahan, W. P., & Nagin, D. (2021). Virtual Burglary Project – Pennsylvania [Data set]. csl.mpg.de. https://doi.org/10.57801/NKN8-0S33
Website https://csl.mpg.de/en/projects/virtual-burglary-project
Timeframe 2021 – ongoing
Organization csl.mpg.de Department of Criminology
People
  • van Gelder, Jean-Louis Email PuRE ORCID GND-ID Principal Investigator Max Planck Institute for the Study of Crime, Security and Law
  • McClanahan, William Patrick Email Co-Principal Investigator Max Planck Institute for the Study of Crime, Security and Law
  • Nagin, Daniel External Researcher Carnegie Mellon
Abstract

Virtual Reality (VR) methods were used to assess the decision-making process used by burglars when navigating neighborhoods and selecting houses. The goal of the study is to understand how the physical features of house and neighborhood characteristics influence burglars’ decision-making. Such physical features are hypothesized to increase or decrease the attractiveness of a neighborhood and the likelihood a house will be targeted. Because researchers are unable to be present at the moment a crime takes place, knowledge of how decisions are made by an offender is limited and relies on traditionally less valid methodologies (e.g., retrograde interviews and vignettes). VR methods can overcome such limitations. Specifically, researchers can systematically manipulate and/or control every element in the virtual environment and observe behavior and decision-making in the moment. By creating realistic virtual neighborhoods in which burglars can walk and evaluate specific houses, we can better understand how physical features in the environment influence the immediate burglary decision-making process. To achieve this, two Trials in one study session were conducted in select prison facilities within the Pennsylvania Department of Corrections. Trial 1 was a simple within-group design. Participants walked a virtual neighborhood and assessed houses that include (or do not include in the control condition) physical features that were theoretically relevant to burglary. Trial 2 was a 2x2 design. Participants walked a virtual neighborhood that was either 1) well-maintained or poorly-maintained and 2) contained all Black or all White avatars. In both studies, burglary likelihood and underlying decision-making processes were assessed quantitatively (i.e., using a Likert-scale) and supporting qualitative data will be gathered using a standard think-aloud protocol.

Keywords criminology decision making deterrence offender based research rational choice routine activities virtual reality