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Investigating the impacts of avatar gender, avatar age, and region theme on avatar physical activity in the virtual world

机译:调查化身性别,化身年龄和区域主题对虚拟世界中化身身体活动的影响

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This study proposed a research model to examine the impacts of avatar gender, avatar age, and location (region theme) on avatars' physical activity. Each construct was measured at two levels: male and female for avatar gender, young and old for avatar age, commercial transaction and help-supporting for region theme, and high-active and low-active for avatar physical activity. The model was tested on Second Life, one of the most popular virtual worlds. An advanced data collection technique was created and applied to gather large-scale behavior data from real virtual-world residents in Second Life. To test the model and hypotheses, both the main effects and detailed interaction effects of the three factors were analyzed. Overall, the data analysis results indicated that in general male avatars were more physically active than female avatars, young avatars were more physically active than old avatars, and avatars in commercial transaction regions (for buying and selling virtual goods) were more physically active than avatars in help-supporting regions (for seeking or offering help). (C) 2016 Elsevier Ltd. All rights reserved.
机译:这项研究提出了一个研究模型,以检验化身性别,化身年龄和位置(区域主题)对化身的身体活动的影响。每个构造体均按两个级别进行测量:化身性别的男性和女性,化身年龄的青年和老年人,区域主题的商业交易和帮助支持以及化身身体活动的高活跃度和低活跃度。该模型已在“第二人生”(最受欢迎的虚拟世界之一)上进行了测试。创建了一种先进的数据收集技术,并将其应用于从《第二人生》中的真实虚拟世界居民那里收集大规模行为数据。为了检验模型和假设,分析了这三个因素的主要影响和详细的交互作用。总体而言,数据分析结果表明,一般而言,男性化身比女性化身更活跃,年轻的化身比旧的化身更活跃,并且在商业交易区域(用于买卖虚拟商品)中的化身比化身更活跃。在帮助支持的地区(用于寻求或提供帮助)。 (C)2016 Elsevier Ltd.保留所有权利。

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