Crystal Hoyt

Dr. Crystal Hoyt

orcid

Research Focus & Metrics

Academic Career Length

25Years (2002-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 April 2002 in Psychological Inquiry
Verified
Journal Article
Closed access
JBJim Blascovich
Jim Blascovich
JLJack Loomis
Jack Loomis
ABAndrew C. Beall
Andrew C. Beall
KSKimberly R. Swinth
Kimberly R. Swinth
CHCrystal Hoyt
Crystal Hoyt
JBJeremy N. Bailenson
Jeremy N. Bailenson
Historically, at least 3 methodological problems have dogged experimental social psychology: the experimental control-mundane realism trade-off, lack of replication, and unrepresentative sampling. We argue that immersive virtual environment technology (IVET) can help ameliorate, if not solve, these methodological problems and, thus, holds promise as a new social psychological research tool. In this article, we first present an overview of IVET and review IVET-based research within psychology and other fields. Next, we propose a general model of social influence within immersive virtual environments and present some preliminary findings regarding its utility for social psychology. Finally, we present a new paradigm for experimental social psychology that may enable researchers to unravel the very fabric of social interaction.

1 March 2023 in Psychological Bulletin
Verified
Journal Article
Closed access
JBJeni Burnette
Jeni Burnette
JBJoseph Billingsley
Joseph Billingsley
GBGeorge C. Banks
George C. Banks
LKLaura Knouse
Laura Knouse
CHCrystal Hoyt
Crystal Hoyt
SSStefanie Simon
Stefanie Simon
As growth mindset interventions increase in scope and popularity, scientists and policymakers are asking: Are these interventions effective? To answer this question properly, the field needs to understand the meaningful heterogeneity in effects. In the present systematic review and meta-analysis, we focused on two key moderators with adequate data to test: Subsamples expected to benefit most and implementation fidelity. We also specified a process model that can be generative for theory. We included articles published between 2002 (first mindset intervention) through the end of 2020 that reported an effect for a growth mindset intervention, used a randomized design, and featured at least one of the qualifying outcomes. Our search yielded 53 independent samples testing distinct interventions. We reported cumulative effect sizes for multiple outcomes (i.e., mindsets, motivation, behavior, end results), with a focus on three primary end results (i.e., improved academic achievement, mental health, or social functioning). Multilevel metaregression analyses with targeted subsamples and high fidelity for academic achievement yielded, d = 0.14, 95% CI [.06, .22]; for mental health, d = 0.32, 95% CI [.10, .54]. Results highlighted the extensive variation in effects to be expected from future interventions. Namely, 95% prediction intervals for focal effects ranged from -0.08 to 0.35 for academic achievement and from 0.07 to 0.57 for mental health. The literature is too nascent for moderators for social functioning, but average effects are d = 0.36, 95% CI [.03, .68], 95% PI [-.50, 1.22]. We conclude with a discussion of heterogeneity and the limitations of meta-analyses. (PsycInfo Database Record (c) 2023 APA, all rights reserved).

1 June 2016 in The Leadership Quarterly
Verified
Journal Article
Open access
CHCrystal Hoyt
Crystal Hoyt
SMSusan E. Murphy
Susan E. Murphy

1 August 2005 in PRESENCE: Virtual and Augmented Reality
Verified
Journal Article
Closed access
JBJeremy N. Bailenson
Jeremy N. Bailenson
KSKim Swinth
Kim Swinth
CHCrystal Hoyt
Crystal Hoyt
SPSusan Persky
Susan Persky
ADAlex Dimov
Alex Dimov
JBJim Blascovich
Jim Blascovich
The current study examined how assessments of copresence in an immersive virtual environment are influenced by variations in how much an embodied agent resembles a human being in appearance and behavior. We measured the extent to which virtual representations were both perceived and treated as if they were human via self-report, behavioral, and cognitive dependent measures. Distinctive patterns of findings emerged with respect to the behavior and appearance of embodied agents depending on the definition and operationalization of copresence. Independent and interactive effects for appearance and behavior were found suggesting that assessing the impact of behavioral realism on copresence without taking into account the appearance of the embodied agent (and vice versa) can lead to misleading conclusions. Consistent with the results of previous research, copresence was lowest when there was a large mismatch between the appearance and behavioral realism of an embodied agent.

13 August 2019 in Entrepreneurship Theory and Practice
Verified
Journal Article
Closed access
PDF file
JBJeni L. Burnette
Jeni L. Burnette
JPJeffrey Pollack
Jeffrey Pollack
RFRachel B. Forsyth
Rachel B. Forsyth
CHCrystal Hoyt
Crystal Hoyt
ABAlexandra D. Babij
Alexandra D. Babij
ACAnthony E. Coy
Anthony E. Coy
Despite mounting interest in growth mindset interventions, this approach has yet to be applied to the domain of entrepreneurship. In the present research, we developed and tested if a growth mindset intervention could be leveraged to promote students’ entrepreneurial self-efficacy and if this, in turn, predicted career development (i.e., academic interest, career interest, task persistence, and academic performance). We report on our findings, from an Open Science Framework (OSF) preregistered study, that is a randomized controlled trial implementing a growth mindset intervention. We randomly assigned undergraduate students (N = 238) in an introduction to entrepreneurship class to either the growth mindset intervention or to a knowledge-based attention-matched control. Students in the growth mindset intervention, relative to the control, reported greater entrepreneurial self-efficacy and task persistence on their main class project. The intervention also indirectly improved academic and career interest via entrepreneurial self-efficacy. However, the intervention failed to directly or indirectly impact performance on a classroom assignment. Additionally, and somewhat surprisingly, gender and past experience in the field failed to moderate any effects of the intervention on outcomes. Theoretical implications, limitations, and future directions are discussed.

1 April 2003 in PRESENCE: Virtual and Augmented Reality
Verified
Journal Article
Closed access
CHCrystal Hoyt
Crystal Hoyt
JBJim Blascovich
Jim Blascovich
KSKimberly R. Swinth
Kimberly R. Swinth
We assessed the utility of using immersive virtual environment (IVE) technology for social psychological research by attempting to replicate two classic social influence effects. Specifically, we sought to replicate the classic social facilitation/inhibition effects wherein individuals' performance on a task is affected by the presence of others. Within an IVE, participants mastered one of two tasks and subsequently performed the mastered or nonmastered task either alone or in the presence of a virtual human audience whom they were led to believe were either computer-controlled agents or human-controlled avatars. Those performing in the presence of avatars demonstrated classic social inhibition performance impairment effects relative to those performing alone or in the presence of agents. We discuss important elements involved in the experience of social influence within immersive virtual environments.