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Social interaction in a virtual environment: Examining socio-spatial interactivity and social presence using behavioral analytics

机译:虚拟环境中的社交互动:使用行为分析检查社交空间互动性和社交存在

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A behavioral observation methodology was employed in this study to examine how social behavior unfolds within a virtual environment and to identify what might perpetuate this behavior. Partial interval recording sampling was used to code social interactions (Socio-Spatial Interactivity and Social Presence) that occurred between experienced World of Warcraft players during their game play. Given the bidirectional nature of social interactions, Socio-Spatial Interactivity and Social Presence variables (Affective Association, Community Cohesion, Interaction Intensity, and Knowledge & Experience) were employed as both dependent and independent variables in two separate sets of regression analyses. Findings suggest that a positive feedback loop exists between Socio-Spatial Interactivity and Social Presence. Based on these findings, the researchers discuss implications for designers and end-users of virtual environments. (C) 2015 Elsevier Ltd. All rights reserved.
机译:在这项研究中,采用了一种行为观察方法论,以检验社会行为在虚拟环境中如何发展,并确定可能使这种行为持久的原因。使用部分间隔记录采样来编码经验丰富的《魔兽世界》玩家在游戏过程中发生的社交互动(社交空间互动和社交状态)。考虑到社会互动的双向性,在两组独立的回归分析中,社会空间互动和社会存在变量(情感协会,社区凝聚力,互动强度以及知识与经验)被用作因变量和自变量。研究结果表明,社会空间互动与社会存在之间存在正反馈回路。基于这些发现,研究人员讨论了对虚拟环境的设计者和最终用户的影响。 (C)2015 Elsevier Ltd.保留所有权利。

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