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Predicting users' return to virtual worlds: a social perspective

机译:预测用户返回虚拟世界的社会视角

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Virtual worlds or three-dimensional computer-based simulated environments have received considerable attention as platforms for entertainment, education and commerce. In contrast to a web site, for example, where a user interacts with a two-dimensional site, virtual worlds provide a platform in which users can interact with other individuals, sometimes including strangers, within three-dimensional environments. Virtual worlds afford a form of 'socialness' unlike many other technologies, often motivating a user - by virtue of these social experiences - to return. Drawing on the Spatial Model of Interaction and Awareness-Attention Theory, we demonstrate that besides social aspects, which include social awareness and social perception, flow experience, which is the mental state of being fully absorbed and somewhat lost in time, is an essential ingredient in an individual's decision to return to a virtual worid. We also demonstrate how characteristics of the technology are linked to the social aspects experienced in virtual worlds. A laboratory study conducted in a virtual worid, Second Life, supports our assertions and identifies state predictors of flow that influence individuals' intentions to return to the virtual world environment.
机译:作为娱乐,教育和商业的平台,虚拟世界或基于三维计算机的模拟环境已受到相当多的关注。例如,与网站与用户与二维站点进行交互的网站相反,虚拟世界提供了一个平台,用户可以在其中与三维环境中的其他人(有时包括陌生人)进行交互。与许多其他技术不同,虚拟世界提供了一种“社交性”形式,通常借助这些社交体验来激励用户返回。利用交互作用和意识注意理论的空间模型,我们证明,除了社会方面(包括社会意识和社会知觉)外,流动经验是一种被充分吸收并在一定程度上迷失时间的心理状态,是必不可少的成分在个人决定重返虚拟世界之前。我们还将演示该技术的特征如何与虚拟世界中经历的社会方面相关联。在虚拟世界“第二人生”中进行的一项实验室研究支持了我们的主张,并确定了影响个人重返虚拟世界环境意图的流量状态预测因子。

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