Owning or even imagining that you own an object linked to a particular task can make you feel — and act — more like an adept. Photo via Getty Images

Want to get better at a task? It may be possible to shop — or imagine — your way to success.

Just pretending to shop for items associated with certain skills (for example, a fancy calculator) may actually improve your performance in areas related to that skill (in this case, math).

That’s because our identities are highly influenced by our possessions — which we often experience as part of ourselves. As a result, this activation of an identity by our possessions, even imaginary ones, can enhance performance. For example, one study found that by using a pen labeled “MIT” on GRE exams, students scored higher than those using a standard Pilot pen, particularly when they believed that their inner ability was fixed, and that they had to rely on external products to improve their ability.

In 2018, Rice Business professor Jaeyeon Chung and Gita V. Johar of Columbia University took a close look at the implications of this human quirk.

In a series of experiments, Chung and Johar found that the product-related activation of our identities (e.g., calculator ownership awakening an inner math prodigy) can actually de-activate our identities unrelated to the product, and undermine performance in other tasks.

For example, shopping for a calculator could make you perform better on a math test, but worse on a creative-writing essay.

Merely owning an item, the scholars discovered, is only part of the equation. Self-concept clarity — that is, the strength and clarity of one’s personal beliefs — makes a difference as well. A person whose self-concept is well-defined, consistent, and stable is less likely to be influenced by external factors such as possessions.

To measure the phenomenon, Chung and her colleague devised a series of experiments. The results showed that when a person merely imagines an item she longs to own, two inner changes occur: Identities related to the product are awakened, and identities unrelated to the desired object are stifled. Strikingly, these changes have measurable consequences on the performance of tasks.

But how do you awaken an inner self through possession, and measure its effects? The team found an ingenious approach: They assigned people to a control group or an experimental group, and then asked them to peruse an online IKEA. The control group was told to shop for items to go in a senior citizen home. The experimental group shopped for items to go into their own homes.

The experimental group, who got to imagine items such as a MALM bed in their own bedrooms, were more likely to think of themselves as artistic designers than were their counterparts, the imaginary retirement home shoppers. The exercise, in other words, had activated participants’ art-related identities.

Next, Chung and Johar asked everyone to complete a math task. The experimental group scored lower at this than did those in the control group. Their newly awakened identities as design mavens had undermined their ability to solve math problems, apparently because they were unrelated to the fetching Scandinavian décor they’d imagined owning.

The researchers then took another approach. Asking one group of participants to imagine owning a calculator, they activated that group’s “math identity.” They then asked all the participants to engage in a short IQ test. Though there was only one test, the researchers labeled it two different ways, indicating to some participants that the test measured math skills, and to others that it measured creative writing skills.

Despite the test being exactly the same, the would-be calculator owners performed markedly worse when they thought they were doing a creative writing project than when they thought the test measured their math skills. Why, exactly? The researchers concluded that imagining owning a piece of math-y technology and activating their “math person identities” tamped down participants’ “creative writer” identities — so much so that it actually degraded their performance in that area.

In a third experiment, Chung and Johar asked a group to envision calculators that they actually owned, rather than simply imagining buying one. Again, the group that felt ownership regarding a math tool performed better on tasks that seemed math-related, but worse on tasks that seemed unrelated to math. The finding was robust when the task itself was exactly the same and the only difference how the task was labeled.

Interestingly, identity activation and performance were influenced by the participants’ level of self-concept clarity. Some people have a clear and consistent self-view that does not vary over time; these are individuals who are less likely to rely on their possessions or other environmental stimuli to infer who they are. These individuals were less likely to be affected by the “ownership” of a calculator.

In other words, self-concept clarity limited the power of ownership on identity activation and performance. Chung and Johar’s findings offer practical implications for both business and academia. Owning or even imagining that you own an object linked to a particular task can make you feel — and act — more like an adept.

So the next time you have a big quantitative test coming up, consider browsing for a high-end calculator first — and unwinding with your oil paints or “Infinite Jest” when you’re done. For best results, of course, take the test with your Rice-labeled pen.

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This article originally ran on Rice Business Wisdom and was based on research from Jaeyeon (Jae) Chung is an assistant professor of marketing at Jones Graduate School of Business at Rice University.

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5+ must-know application deadlines for Houston innovators

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Editor's note: As 2026 ramps up, the Houston innovation scene is looking for the latest groups of innovative startups that'll make an impact. A number of accelerators and competitions have opened applications. Read below to see which might be a good fit for you or your venture. And take careful note of the deadlines. Please note: this article may be updated to include additional information and programs.

Did we miss an accelerator or competition accepting applications? Email innoeditor@innovationmap.com for editorial consideration.

2026 HCC Business Plan Competition

Deadline: Jan. 26

Details: HCC’s annual Business Plan Competition (BPC) is an opportunity for proposed, startup and existing entrepreneurs to develop focused plans to start or grow their businesses. Accepted teams will be announced and training will begin in late February and run through early June, with six free, three-hour training sessions. Advising will be provided to each accepted team. Applicants can apply as a team of up to five persons. Finalists will present to to gudges on May 27, 2026. Last year, $26,000 was awarded in seed money to the top five teams. In-kind prizes were also awarded to all graduating teams including free products, services and memberships, with an estimated in-kind value totaling $147,000. Find more information here.

University of Houston Technology Bridge Innov8 Hub (Spring 2026)

Deadline: Jan . 30

Details: UHTB Innov8 Hub’s immersive, 12-week startup acceleration program designed to help early-stage founders launch and scale their technology startups. Selected participants will gain access to expert mentors and advisors, collaborate with a cohort of peers, and compete for cash prizes during our final pitch event. The cohort begins Feb. 16, 2026. The program culminates in Pitch Day, where participants present their ventures to an audience of investors and partners from across the UH innovation ecosystem. Find more information here.

Rice Business Plan Competition 2026

Deadline: Jan. 31

Details: The Rice Business Plan Competition, hosted by the Rice Alliance for Technology and Entrepreneurship, gives collegiate entrepreneurs real-world experience to pitch their startups, enhance their business strategy and learn what it takes to launch a successful company. Forty-two teams will compete for more than $1 million in cash, investments and prizes on April 9-11, 2026. Find more information here.

Rice Veterans Business Battle 2026

Deadline: Jan. 31

Details: The Rice Veterans Business Battle is one of the nation’s largest pitch competitions for veteran-led startups, providing founders with mentorship, exposure to investors and the opportunity to compete for non-dilutive cash prizes. The event has led to more than $10 million of investments since it began in 2015. Teams will compete April 8-9, 2026. Find more information here.

TEX-E Fellows Application 2026-2027

Deadline: Feb. 10

Details: The TEX‑E Fellowship is a hands-on program designed for students interested in energy, climate, and entrepreneurship across Texas. It connects participants with industry mentors, startup founders, investors and academic leaders while providing practical, "real-world" experience in customer discovery, business modeling, and energy-transition innovation. Fellows gain access to workshops, real-world projects, and a statewide network shaping the future of energy and climate solutions. Participants must be a student at PVAMU, UH, UT Austin, Rice University, MIT or Texas A&M. Find more information here.

Greentown Go Make 2026

Deadline: March 10

Details: Greentown Go Make 2026 is an open-innovation program with Shell and Technip Energies. The six-month program is advancing industrial decarbonization by accelerating catalytic innovations. Selected startups will gain access to a structured platform to engage leadership from Shell and Technip Energies and explore potential partnership outcomes, including pilots and demonstrations. They’ll also receive networking opportunities, partnership-focused programming, and marketing visibility throughout the program. The cohort will be selected in May. Find more information here.

Houston startups closed $1.75 billion in 2025 VC funding, says report

by the numbers

Going against national trends, Houston-area startups raised 7 percent less venture capital last year than they did in 2024, according to the new PitchBook-NVCA Venture Monitor report.

The report shows local startups collected $1.75 billion in venture capital in 2025, down from $1.89 billion the previous year.

Houston-based geothermal energy company Fervo Energy received a big chunk of the region’s VC funding last year. Altogether, the startup snagged $562 million in investments, as well as a $60 million extension of an existing loan and $45.6 million in debt financing. The bulk of the 2025 haul was a $462 million Series E round.

In the fourth quarter of last year, Houston-area VC funding totaled $627.68 million. That was a 22 percent drop from $765.03 million during the same period in 2024. Still, the Q4 total was the biggest quarterly total in 2025.

Across the country, startups picked up $339.4 trillion in VC funding last year, a 59 percent increase from $213.2 trillion in 2024, according to the report. Over the last 10 years, only the VC total in 2021 ($358.2 trillion) surpassed the total from 2025.

Nationwide, startups in the artificial intelligence and machine learning sector accounted for the biggest share of VC funding (65.4 percent) in 2025, followed by software-as-a-service (SaaS), big data, manufacturing, life sciences and healthtech, according to the report.

“Despite an overall lack of new fundraising and a liquidity market that did not shape up as hoped in 2025, deal activity has begun a phase of regrowth, with deal count estimates showing increases at each stage, and deal value, though concentrated in a small number of deals, falling just [8 percent] short of the 2021 figure,” the report reads.

Sandbox VR brings new gaming center to Houston's tech-savvy population

Get In The Game

Sandbox VR, a futuristic, full-body virtual reality gaming experience, has announced it will enter the Houston market this month, opening its first local gaming center on January 23.

"Houston's reputation as a hub for innovation and technology makes it a perfect fit for Sandbox VR," said Steve Zhao, CEO and founder of Sandbox VR, in a statement. "The city's diverse, tech-savvy population and strong entertainment culture create an ideal environment for our immersive VR experiences. LOL Entertainment continues to exceed our expectations as a partner, and we're excited to bring our cutting-edge virtual reality gaming to Texas's largest city."

The new gaming center opens Friday, January 23 at 797 Sorella Court in CityCentre.

One of the games that stands out is the Stranger Things: Catalyst game, based on the blockbuster Netflix television series. Groups of one to six players will be dropped into the sinister Hawkins Lab and the mysterious Upside Down to fight Demogorgons and other monsters. The game features Matthew Modine reprising his role as Dr. Martin "Papa" Brenner, who imbues players with psychic powers.

Other games include the supernatural pirate title The Curse of Davy Jones and other Netflix tie-ins based on Zack Snyder's Rebel Moon and Squid Game. Sandbox VR offers fully-immersive group play activities that range from combat to puzzle solving for a variety of age groups.

The opening of Sandbox VR is another part of the expansion of LOL Entertainment, who touts itself as one of the pre-eminent hosts of immersive and gaming experiences in the U.S. Sandbox VR will be their first entry into the Houston market, with another immersive group adventure game, Time Mission, set to open at the the Marq'E Entertainment District later this year.

“Bringing Sandbox VR to CityCentre Houston is a big milestone for LOL Entertainment, for Sandbox VR, and for this market,” said Rob Cooper, CEO of LOL Entertainment. “Houston is a fast-growing, experience-driven city, and we’re excited to give locals and visitors a truly immersive, social gaming destination that you can’t replicate anywhere.”

Presale tickets for the grand opening of Sandbox VR are available here. Standard pricing is $55-$65 per event, but Sandbox VR is running a special for 30 percent off with code OPEN30 for those who purchase before Thursday, January 22. Presale buyers are also entered into a drawing for free Sandbox VR for one year.

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This article originally appeared on CultureMap.com.