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Positive Preferences: The Emotional Valence of What an Avatar Says Matters

机译:积极偏好:头像所表达的情感价值

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摘要

This study examined preferences and ascriptions of human control for avatars associated with positive and negative language. An avatar is a graphical representation of an individual user in a virtual world. Users form judgments of other virtual world users based on the appearance and behavior of their avatars in the absence of physical cues. In particular, users have previously displayed sensitivity toward anthropomorphism and verbal behavior of avatars they encounter within virtual environments. Thus far, investigations of language in online and virtual spaces have been limited to specific contexts. University student participants and Amazon Mechanical Turk workers were shown two avatars. Each pair consisted of two out of three possible appearances: a tiger, a male, or a female. Each avatar was aligned with a different text introduction: one containing words of positive emotional valence and the other of negative emotional valence. Participants from both samples preferred avatars associated with positive language, regardless of appearance, but participants did not ascribe human control of an avatar based on either emotional valance or appearance. Significant differences for reported preferences and likeability demonstrate the salience of emotive language as a social cue even in short text introductions for avatars. These findings suggest that those we like and want to be around in virtual environments might not necessarily align with whom we view as human.
机译:这项研究检查了与正面和负面语言相关的化身的人类控制偏好和归属。化身是虚拟世界中单个用户的图形表示。用户在没有物理提示的情况下根据其化身的外观和行为来形成其他虚拟世界用户的判断。特别地,用户先前已经显示出对他们在虚拟环境中遇到的化身的拟人化和语言行为的敏感性。到目前为止,对在线和虚拟空间中语言的研究仅限于特定环境。向大学生参与者和Amazon Mechanical Turk工作者显示了两个化身。每对包括三种可能的出现中的两种:老虎,雄性或雌性。每个化身都与不同的文字介绍对齐:一个包含正情绪化合价的单词,另一个包含负情绪化合价的单词。来自这两个样本的参与者都喜欢与正面语言相关联的化身,而不管其外观如何,但是参与者并未基于情感效价或外观将人类对化身的控制归因于。报告的偏好和可喜度的显着差异表明,即使在简短的头像介绍中,情感语言也具有社会暗示性。这些发现表明,我们喜欢并希望在虚拟环境中生活的人不一定与我们认为的人一致。

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