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Real-life prosocial behavior decreases after being socially excluded by avatars, not agents

机译:现实生活中的亲社会行为在被化身(而非特工)社交排斥后减少

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摘要

The concept of social exclusion has recently gained more attention in the context of online social interactions. However, there is only little data regarding the impact of virtual social exclusion on subsequent real-life social behaviors. Thus, this study set out to examine a virtual version of the common social exclusion scenario, the Cyberball-Paradigm (Williams & Jarvis, 2006), and test for behavioral consequences in a sample of 45 students. Both the virtual characters' agency and the experience of social presence were controlled for. Findings indicate that ostracized individuals show less prosocial behavior in a helping task and keep more seating distance to a confederate than included participants. Also, virtual social exclusion constitutes a significant threat to fundamental human needs like social control, selfesteem and belonging and causes an increase in uncertainty, sadness and anger as well as a decrease in happiness. Avatars and agents seemed to equally endanger human needs and lead to the same seating distance. However, avatar excluded persons also had higher levels of sadness and were less helpful than avatar included persons, who in turn were more confident. Thus, while the Media Equation Concept (Nass & Moon, 2000) holds true for the immediate reaction to social exclusion (i.e., avatars and agents equally threaten fundamental needs), the delayed emotional and behavioral reactions differ for avatars and agents, possibly because they are preceded by cognitive evaluation (c.f.,Temporal Need-Threat Model; Williams, 2009). Implications of these findings for everyday online social interactions (i.e., in MMORPG5) are discussed. (C) 2017 Elsevier Ltd. All rights reserved.
机译:社交排斥的概念最近在在线社交互动中得到了越来越多的关注。但是,关于虚拟社会排斥对随后的现实社会行为的影响的数据很少。因此,本研究着手研究一种常见的社会排斥情形的虚拟版本,即Cyber​​ball-Paradigm(Williams和Jarvis,2006年),并在45名学生的样本中测试行为后果。虚拟角色的代理和社交存在的经验都受到控制。研究结果表明,被排斥的人在帮助任务中表现出较少的亲社会行为,并且与同伴相比,与同盟者之间的座位距离更大。同样,虚拟的社会排斥对人类的基本需求构成了重大威胁,例如社会控制,自尊和归属感,并导致不确定性,悲伤和愤怒的增加以及幸福感的降低。化身和特工似乎同样危及人类的需求,并导致相同的座位距离。但是,与不包括化身的人相比,化身被排除的人的悲伤程度也更高,而他们的帮助也较弱,而化身被包括的人则更有信心。因此,尽管媒体方程式概念(Nass&Moon,2000年)适用于对社会排斥的立即反应(即,化身和行为主体同样威胁基本需求),但化身和行为主体的延迟的情感和行为反应有所不同,可能是因为它们在此之前进行认知评估(参见“时间需求-威胁模型”;威廉姆斯,2009年)。讨论了这些发现对日常在线社交互动的意义(即,在MMORPG5中)。 (C)2017 Elsevier Ltd.保留所有权利。

著录项

  • 来源
    《Computers in Human Behavior》 |2017年第5期|261-269|共9页
  • 作者单位

    Vienna Gen Hosp, Med Directorate, Div Clin Psychol, Med Univ Campus, Vienna, Austria|Med Univ Vienna, Dept Child & Adolescent Psychiat, Vienna, Austria|Univ Vienna, Fac Psychol, Dept Appl Psychol Hlth Dev Enhancement & Interven, Vienna, Austria;

    Univ Vienna, Fac Psychol, Dept Appl Psychol Hlth Dev Enhancement & Interven, Vienna, Austria;

    Univ Vienna, Fac Psychol, Dept Appl Psychol Hlth Dev Enhancement & Interven, Vienna, Austria;

    Univ Vienna, Fac Psychol, Dept Appl Psychol Hlth Dev Enhancement & Interven, Vienna, Austria;

    Med Univ Vienna, Dept Child & Adolescent Psychiat, Vienna, Austria;

    Univ Vienna, Fac Comp Sci, Res Grp Entertainment Comp, Vienna, Austria;

    Univ Vienna, Fac Comp Sci, Res Grp Entertainment Comp, Vienna, Austria;

    Univ Vienna, Fac Psychol, Dept Appl Psychol Hlth Dev Enhancement & Interven, Vienna, Austria|Med Univ Vienna, Dept Pediat & Adolescent Med, Waehringer Gurtel 18-20, A-1090 Vienna, Austria;

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  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

    Virtual reality; Social exclusion; Avatar; Agent; Agency; Prosocial behavior; Basic needs; Social presence;

    机译:虚拟现实;社会排斥;化身;代理人;机构;亲社会行为;基本需求;社会存在;
  • 入库时间 2022-08-18 02:09:45

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