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Immersive and Interactive Awe: Evoking Awe via Presence in Virtual Reality and Online Videos to Prompt Prosocial Behavior

机译:沉浸和互动敬畏:通过虚拟现实和在线视频的存在唤起敬畏,以提示女性行为

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摘要

Awe is a widely researched, self-transcendent emotion with a robust ability to prompt prosocial behavior. Within the communication and media disciplines, however, the effects of awe have received only limited empirical attention. Moreover, extant research has ignored the role that media affordances may play in engendering awe and prosocial outcomes. This article presents two studies that explore the prosocial consequences of awe, as mediated by presence and when engendered by immersive features of various media, including virtual reality (VR). Study 1 (N = 154) found that awe content presented in highly immersive VR induced awe via an effect entirely mediated by presence, though impacts on subsequent prosocial outcomes were inconsistent. Study 2 (N = 188) attempted to replicate and clarify the prosociality results from Study 1, as well as contextualize them with respect to eudaimonic appreciation and hedonic enjoyment. Results demonstrated awe effects across all three measures of prosociality.
机译:敬畏是一种广泛的研究,自我超越情绪,具有稳健的能力,促进上风行为。然而,在沟通和媒体学科中,敬畏的影响仅收到了有限的经验关注。此外,现存的研究忽略了媒体承受可能在提取敬畏和口语结果方面发挥的作用。本文提出了两项​​研究,探讨了敬畏的女性后果,如通过存在的沉浸性功能,包括虚拟现实(VR)所介绍。研究1(n = 154)发现,通过完全通过存在的效果呈现出高度沉浸VR的AWE含量,但对随后的女性化结果的影响是不一致的。研究2(n = 188)试图复制和阐明研究1的女性化结果,以及关于兴高级欣赏和蜂窝享受的背景化。结果表明所有三种Prosocality措施的效果效果。

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