Virtual Reality as a Tool for Promoting Diversity, Equity, and
Inclusion Within the Higher Education Landscape
Jennifer Richter
1
, Liesel Sharabi
2
, Rachel Luchmun
3
, Tray Geiger
3
, Annie Hale
3
and Alysha Ramirez Hall
3
1
School for the Future of Innovation in Society, Arizona State University, Tempe, AZ, U.S.A.
2
Hugh Downs School of Communication, Arizona State University, Tempe, AZ, U.S.A.
3
Action Lab at EdPlus, Arizona State University, Tempe, AZ, U.S.A.
Keywords: Virtual Reality, DEI, Higher Education.
Abstract: While Virtual Reality (VR) Has the Potential To Be a Powerful Tool for Promoting Diversity, Equity, and
Inclusion (DEI), It Is Crucial To Be Aware of the Biases that May Be Present and Work To Address Them
Throughout the Design and Development Process. Inclusive VR Will Accommodate the Differing
Requirements and Identities of Individual Students, Together With a Commitment To Remove the Barriers
that Impede that Possibility. in Doing so, This Will also Introduce New Possibilities for Expanding DEI
Initiatives Through Embodied and Immersive Experiences that Will Allow Students To See the World from
Someone Else’s Perspective. However, While the Promises of VR Are Plentiful, There Are also Emerging
Issues that Will Hamper Access Unless They Are Proactively Addressed by both VR Designers and the
Institutions Implementing VR Technologies into Curricula.
1 INTRODUCTION
Intentional efforts to increase the diversity, equity,
and inclusion (DEI) of both participants and
infrastructures in virtual reality (VR) settings for
higher education are still in their infancy.
Consequently, literature around this concept needs to
expand from the speculative to the material, as more
universities and colleges explore the use of VR in
higher education settings. VR has incredible potential
as a pedagogical tool to increase DEI in terms of
access and use for new technological innovations, as
well as being a site for promoting awareness and
empathy for different social identities and
positionalities. However, existing and emerging
systemic and structural issues relating to bias may
limit the potential for promoting DEI values,
especially as this technology becomes more
widespread in education settings. In order to promote
DEI values in VR settings, it is critical to address
DEI-related issues early, not only in the design of VR
experiences, but also during its implementation and
use (Blackwell et al., 2019).
The available literature surrounding the topic of
DEI in VR makes a clear statement that “when
existing inequalities are unacknowledged and
unaddressed in the ‘real’ world, they tend to be
replicated and augmented in virtual realities” (Franks,
2017, p. 503). In the following sections, we provide
several areas where VR in educational settings can be
better utilized to promote DEI values and principles,
as well as issues that will need to be addressed to
ensure students have equal access to these
experiences. Specifically, we focus on how to design
more inclusive experiences and how to encourage
more equitable participation in VR settings, as well as
how VR can be used as an effective pedagogical tool
for all students.
2 POSSIBILITIES FOR DEI IN A
VIRTUAL ENVIRONMENT
A VR environment, or what a user can see and/or
interact with, is rife with possibility for increasing
positive representation and visibility of people who
have historically been rendered invisible or who are
only made visible in highly stereotypical ways (see,
for example, Dirks & Mueller, 2007). Current
literature around VR points to several systemic and
structural issues with VR, while also pointing to the
advantages of engaging with VR technologies in
574
Richter, J., Sharabi, L., Luchmun, R., Geiger, T., Hale, A. and Hall, A.
Virtual Reality as a Tool for Promoting Diversity, Equity, and Inclusion Within the Higher Education Landscape.
DOI: 10.5220/0011995900003470
In Proceedings of the 15th International Conference on Computer Supported Education (CSEDU 2023) - Volume 2, pages 574-580
ISBN: 978-989-758-641-5; ISSN: 2184-5026
Copyright
c
2023 by SCITEPRESS Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
educational settings in relation to improved and
measurable learning outcomes through a controlled
and well-designed virtual setting that provides an
experiential learning environment (Merchant et al,
2014; Di Natale et al, 2020; Marks & Thomas, 2022).
For example, a virtual environment can depict and
allow a user to experience various interactions with a
character who does not conform to the ways that they
are often portrayed in the media (Ramirez, 2020).
Interacting with someone on an interpersonal level
rather than having to rely on popular media portrayals
can help increase awareness of harmful stereotypes
and promote increased acceptance and understanding
(Dirks & Mueller, 2007). A virtual environment can
also allow for people to participate in experiences that
might otherwise be inaccessible to them in-person,
such as those with disabilities that affect physical
travel to remote locations, or people visiting a virtual
location that might otherwise be inaccessible to them
because of cost or safety concerns, such expensive or
physically dangerous sites. VR is particularly well
suited for these experiences because well-designed
VR settings create a sense of “presence,” or the
feeling that the VR world is real and that the user has
been transported to another place (see, for example,
Dede et al., 2017).
3 AVATARS AND EMBODIMENT
Embodiment refers to the sense of self-location,
agency, and body ownership experienced in VR
environments (Kilteni et al., 2012). Customizing the
virtual body (i.e., an avatar) induces a meaningful
relationship between a user and avatar from the start
(McArthur & Jenson, 2014), bolstered by the fact that
avatar creation interfaces are often capable of
producing millions of unique permutations. Avatar
diversity, including diversity of clothing and
appearance (e.g., age, body size/shape, facial
features), provides inclusive choice for embodiment
within a VR environment, and can reflect the wide
diversity of the human appearance (as well as non-
human). This is especially important as it can allow
users of historically underrepresented demographics
(e.g., women, ethnoracial minorities, people of
differing abilities) to see themselves and others in
situations that are often rendered invisible to them, or
where they are often rendered invisible.
Avatars can also increase a user’s empathy for
historically marginalized groups, as users can
experience different treatment from their own
positionality. For instance, a VR experience
simulating racism experienced by a Black person in
the United States (U.S.) could lead to better
understanding of prejudice and discrimination for a
non-Black user. Conversely, those from historically
under-represented and marginalized groups can get a
better sense of how they might be treated differently
if they come from a more entitled group (e.g., a
cisgender woman can have a male-presenting avatar
and can compare her treatment to that in the virtual
world, creating a sense of what it may be like to
embody another gender identity). Experiencing
different reactions to different positionalities is one
way that avatars can create a space for different
human experiences and promote recognition and
awareness of structural racism, sexism, and ableism,
to name just a few DEI issues, that would be near
impossible to experience in a non-VR setting
(Roswell et al., 2020; Stanney et al., 2020). However,
it is worth noting that a false sense of empathy can
also be created, especially if the focus is on feeling
the pain of marginalized groups rather than on
structural inequalities (Nakamura, 2020).
4 PROMOTING DEI THROUGH
VR-SITUATED SCENARIOS
To encourage empathy for understanding and
addressing structural inequalities, VR can be used to
simulate situations that people from marginalized
groups face in the real world, such as discrimination
or bias. Creating and cultivating empathy and shared
experiences is one way to promote an inclusive
mindset (Winters, 2020). VR can be used for
exploration or training for individuals to recognize
such problematic situations (Juvonen, 2019; see also
Bailenson, 2018; Roswell et al., 2020). VR is often
touted as the future of skills training given its
advantage over face-to-face role playing, making it
the ideal environment for simulating life-like
scenarios (Mast et al., 2018).
Likewise, VR settings can provide a safe and
controlled space for people to experience and
understand the perspectives of others. These types of
moments of empathy can be intense and temporarily
transcend social norms that typically characterize
relationships within structured institutionalized
contexts. These obvious opportunities for intentional
DEI efforts can result in profound impacts for VR
users on future interactions with others both within
and outside of VR. For example, a VR setting can
include a plurality of gender identities, which
provides a space for the intentional inclusion of a
wide range of gender identification that might not be
Virtual Reality as a Tool for Promoting Diversity, Equity, and Inclusion Within the Higher Education Landscape
575
often visible in everyday scenarios. The Proteus
effect posits that the physical appearance of an
individual’s VR avatar may lead them to “conform to
the behavior that they believe others would expect
them to have” (Yee & Bailenson, 2007, p. 274),
which suggests that the experience of embodying an
avatar different from oneself in VR could affect not
only a user’s attitudes but also their behaviors
towards historically underrepresented groups, both
within and beyond VR.
5 ETHICAL AND PRACTICAL
IMPLICATIONS OF VR AND
DEI
There are a number of ethical and practical
implications to consider with the use of VR
technology. In this section, we discuss some of the
more prevalent issues of VR relative to the
affordances (e.g., anonymity, presence, accessibility)
(Fox & McEwan, 2017) and infrastructure of
traditional learning modalities. Some of these issues
require further consideration and discussion, as well
as, perhaps, coordination and sharing of best practices
between and among higher education practitioners
and those involved with designing and creating VR
settings. Lastly, while the issues below are
concerning, potential harm can be greatly reduced or
eliminated with intentional design focused on
addressing DEI concerns.
5.1 Safety and Privacy
VR technology often involves the collection and
storage of personal data, which raises concerns about
how this information is used and protected. The
anonymity afforded by the virtual world may also
lower people’s inhibitions (Suler, 2004), leading
them to behave in ways that could jeopardize the
psychological well-being of themselves and others.
While the anonymity of VR may offer a more open
space for personal expression, it may also offer the
illusion that people’s actions are without
consequences. For instance, sexual harassment has
been reported on popular VR platforms like Meta’s
Horizon Worlds, making it important that people
have access to safety features that give them control
over their own personal space and allow them to set
physical boundaries within the virtual world (Basu,
2021).
VR can be used to create highly realistic
simulations, which raises concerns about the potential
for deception and manipulation. In educational
settings, it is critical that users understand who they
are engaging with in any virtual setting (as opposed
to choosing to engage with anonymous agents, or to
remain anonymous in social spaces). For instance,
users should be aware that avatars, by definition, are
human-controlled, but there are also opportunities to
engage with virtual agents that are controlled by
artificial intelligence (Fox et al., 2009). To the user,
avatars and virtual agents may seem indistinguishable
from one another, which could allow personal data to
be collected for purposes unknown or unsanctioned
by the user. In educational settings, it is incumbent on
the institution to protect students and not the
responsibility of students to be concerned about the
protection of their identity in educational VR settings.
Currently in educational VR settings, students are
in spaces that are designed for limited peer
interaction; often, students routinely interact with
virtual agents. This is a major difference between
social settings (e.g., gaming or VR worlds like Meta)
and educational settings. Because students are
generally interacting with the VR environment and
not interacting with other students, the potential
problems presented by anonymity are not necessarily
a large issue at the present. But as the use of VR
grows, and more social spaces are introduced for
students to work in, anonymity may need to be
limited under certain contexts. However, it is also
important to recognize that anonymity can be
beneficial for students who are less inclined to
participate in classroom settings. The issue of
anonymity needs special long-term attention and
monitoring by designers as higher education VR
spaces grow to create a space for free and open
expression while also contributing to a safe and
supportive learning environment.
5.2 Physical Ability and Health:
Inclusion and Accessibility
User experience is a major concern that will shape the
utility and accessibility of VR in educational settings.
VR technology may not be accessible or inclusive to
certain groups of people, such as those with
disabilities (physical and cognitive). Use of VR
headsets can lead to physical symptoms of illness.
Physical issues, such as supporting a heavy headset
for a set period of time (such as a class period), is one
such issue. Headsets are often tested on adult male
subjects, creating a physical norm against which other
physicality may be limited. Women and smaller users
(such as adolescents) have a different experience with
headsets, especially over time (Munafo et al., 2017).
CSEDU 2023 - 15th International Conference on Computer Supported Education
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Those with physical disabilities, such as spinal
injuries and paralysis, may also find the use of
headsets unwieldy and uncomfortable, making it
difficult to focus on and enjoy the VR experience.
Users with existing medical conditions, such as
epilepsy, may find it impossible to engage in VR
settings, and those with mild physical issues, such as
those who wear eyeglasses, sometimes find the VR
experience difficult to engage in. How VR headsets
can be redesigned to encompass the needs of all users
is a pressing issue for educational settings.
Another pressing issue emerging with the
increased use of VR is cybersickness, which involves
symptoms such as eye strain, headaches, and nausea
(Slater & Sanchez-Vives, 2016). There is evidence
that women experience cybersickness at greater rates
than men, thus making VR experiences potentially
less inclusive for women (Munafo et al., 2017;
Stanney et al., 2020). Female users are particularly at
risk from cybersickness, as well as vertigo. As the use
of VR technologies becomes more widespread, the
diversity of the physical accommodations for users
needs to grow. Finding new designs today will help
make VR technologies more accessible, and more
inclusive for users in the future.
5.3 Embedded Threats
Beyond physical limitations, there are also a host of
ways that VR settings can create spaces that may
reinforce negative stereotypes and abusive behavior,
negating the aspects of VR that would promote DEI
values. Historically, human biases are shaped by
pervasive and often deeply embedded prejudices
against certain groups, which can be reproduced and
amplified in VR spaces and backend code (Lee et al.,
2019). Bullying, harassment, and, specifically, sexual
harassment in VR environments has been reported
(Chang et al., 2019; Parshall, 2022). As VR
technology can be used to simulate experiences and
perspectives in realistic ways, it is critical to ensure
that it is not used to perpetuate harmful stereotypes,
discrimination, or patterns of abuse (Bale et al., 2022;
Wu et al., 2021). When these issues happen in the
material world, they are often traumatizing. In a VR
setting, these negative interactions may be amplified
relative to other distance learning modalities due to
the embodied and immersive nature of a VR
experience (Bailenson, 2018; Biocca et al., 1995).
Purposeful control and regulation of VR spaces is
critical, at both the design stage and the
implementation stage. As educational VR settings
grow, understanding how users may encounter and
experience negative interactions must inform the
ways that these environments are regulated by
institutions.
5.4 Infrastructural Limitations: Cost
and Access
While educational institutions’ use of VR was once
limited by cost, the advances made in computing and
data management has allowed for growing adoption
of VR in educational spaces. However, while
institutions are investing in VR technologies for
educational purposes in institutional settings, VR
technology is still considered cost-prohibitive for
many individuals at higher education institutions,
particularly those from lower socio-economic (SES)
backgrounds. As VR becomes more pervasive, the
cost will ultimately be reduced (XRGuru, 2022), but
in educational settings, the associated cost and any
course fees need to be considered alongside other
learning costs, such as tuition and existing fees. A
U.S. Department of Education (2016) report noted
that two-thirds of Hispanic, Black, and Asian
undergraduates had a gap between total financial
resources (e.g., federal student loans) and the total
cost of attendance. More than 80 percent of Hispanic,
Black, and Asian undergraduate students had a gap
between their financial need (cost minus expected
family contribution [EFC]) and grants and
scholarships, compared with 71 percent of white
undergraduate students. Many of these students need
to take out additional loans or work to finance their
education, while some students may choose to not
enroll at all if there is too large a gap between
available money and the cost of attendance. Such
financial concerns may be amplified if the costs of
VR technologies are passed down to students. Clarity
is needed on how and by whom costs for VR
technologies will be paid, and how that may influence
students’ abilities or desires to enter higher education
degree programs. If lower SES students are forgoing
higher education opportunities because of growing
costs, this creates a systemic inequity that privileges
wealthier students while simultaneously discouraging
those who need degrees for better employment
opportunities.
Keeping the above-mentioned challenges in mind,
VR can level the playing field for lower SES students
by providing similar opportunities to learn and
succeed as their more affluent peers. This can
especially be the case with accessing remote and/or
exotic locations and experiences through VR, such as
famous museums or historical landmarks. Providing
VR experiences to all students, and certainly those
from marginalized backgrounds, will ideally enhance
Virtual Reality as a Tool for Promoting Diversity, Equity, and Inclusion Within the Higher Education Landscape
577
future employment opportunities as VR-related jobs
are created, as well as other opportunities for
experiential learning that can contribute to personal
and economic growth.
5.5 Access to Cutting Edge Technology
The local (i.e., non-remote) university setting is one
place to address DEI concerns, and it is presently the
most likely place for students to encounter VR use for
educational purposes. VR is currently often used in a
“lab” setting (Pan & Hamilton, 2018), which in the
context of higher education involves students
gathering in a university-created space on campus to
utilize VR for learning content. This setting often
includes VR operators (i.e., the people who provide
VR-related set up and support), who can bolster an
inclusive environment that can lead to an improved
user experience. If non-campus students will use VR
for remote learning, more attention to infrastructural
limitations and technology support needs to be
considered. Practical infrastructural barriers such as
adequate bandwidth, internet speed, technology
assistance, and accessible locations for VR need to be
created or alleviated (Dick, 2021).
Both currently and in the future, remote VR
access from disparate locations will require better
access to a strong telecommunications infrastructure.
This access will be costly and will create a
disproportionate burden on students from lower SES
backgrounds if this is not proactively accounted for.
It is critical that VR not exacerbate the “digital
divide” regarding access to internet and broadband
technologies. For example, this is especially true for
rural tribal nations in the U.S. (Bauer et al., 2022;
Duarte, 2017). One such nation, the Navajo Nation,
which is the largest and most populous tribal nation
in the U.S., has experienced a systemic lack of
investment and sovereignty over the development of
information and information communication
technologies (ICTs) on their reservation. Access to
broadband ICTS, such as fiber optic cables or satellite
links, have not reached much of the Navajo Nation,
and what limited access exists is insufficient for VR
(Park, 2020). Tribal lands reserved for Indigenous
communities are a site where DEI is already a
structural and systemic concern, reflecting societal
values that historically have excluded these
populations from technologies, or denied them
control over those technologies.
The need to access VR remotely will exacerbate
the issues, even as universities continue to pursue and
create more accessible remote and online educational
opportunities. If students in remote or rural areas
cannot access a robust internet connection (due to
cost or limited availability), the benefits of VR
instruction will be of limited value and the students
who could potentially benefit the most could
ultimately be the ones who are further excluded.
6 CONCLUSIONS
Ultimately, VR spaces need to be carefully
considered for their adherence to DEI principles. In
designing these spaces, educators need to attend to the
risks and benefits for students using these spaces for
educational purposes. The responsibility for creating
safe and supportive learning spaces lies with the
institutions that choose to use VR technology, as well
as all involved parties (e.g., developers, designers,
administrators, faculty); this responsibility should not
be left to fall on students. This paper contributes a
summary of information that systems implementing
VR strategies can look to in order to evaluate their
work in the VR space with regards to DEI issues.
The promise of VR remains very hopeful, and it
has a bright future for pedagogical applications. VR
has great potential for creating more awareness of
DEI issues and can even provide a platform for
addressing those issues, but only if care and attention
are paid to the issues raised by those using VR
technologies. DEI concerns should be at the center of
VR design, development, and implementation to
ensure that VR becomes a useful pedagogical tool for
all.
ACKNOWLEDGEMENTS
The authors would like to thank EdPlus at Arizona
State University (ASU) for a supportive environment
to engage with these ideas. The effort is executed by
ASU EdPlus Action Lab researchers. The authors
declare no conflict of interest. The impetus for this
line of inquiry is associated with Dreamscape Learn
(ASU IRB STUDY00013163, STUDY00015266,
STUDY00015062).
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