Is seeing the same as doing? An evaluation of vicarious experiences in the metaverse

IF 6.7 1区 计算机科学 Q1 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Caleb Krieger , Andy Luse , Ghazal Abdolhossein Khani , Rathindra Sarathy
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引用次数: 0

Abstract

With the recent explosion of vicarious experiences in the metaverse (e.g. twitch, YouTube gaming, Facebook gaming, etc.), understanding the underlying mechanism of this phenomenon is key for researchers and practitioners. This research examines the rising phenomenon of vicarious experiences within the metaverse. Using a three-study experimental approach, results show that subjects attain equal levels of embodied social presence (ESP) whether passively viewing or actively engaging with the metaverse. Since embodied social presence is a combination of activity theory and social presence, theory would suggest it cannot occur in purely vicarious experiences that do not involve direct engagement; however, our findings contradict both theory and previous research. Given these findings, we suggest users seek vicarious experiences not just to experience content they enjoy, but to have perceptually similar experiences as those actively participating in the metaverse.
看和做是一样的吗?对虚拟世界中替代体验的评价
随着最近虚拟世界中替代体验(如twitch, YouTube游戏,Facebook游戏等)的爆炸式增长,理解这种现象的潜在机制对于研究人员和实践者来说至关重要。这项研究考察了在虚拟世界中不断上升的替代体验现象。采用三项研究的实验方法,结果表明,无论是被动观看还是主动参与元世界,受试者都获得了同等水平的具身社会存在(ESP)。由于具身社会在场是活动理论和社会在场的结合,理论认为它不可能发生在不涉及直接参与的纯粹替代体验中;然而,我们的发现与理论和先前的研究相矛盾。鉴于这些发现,我们建议用户寻求替代体验,不仅仅是为了体验他们喜欢的内容,而是为了获得与那些积极参与虚拟世界的人相似的感知体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Decision Support Systems
Decision Support Systems 工程技术-计算机:人工智能
CiteScore
14.70
自引率
6.70%
发文量
119
审稿时长
13 months
期刊介绍: The common thread of articles published in Decision Support Systems is their relevance to theoretical and technical issues in the support of enhanced decision making. The areas addressed may include foundations, functionality, interfaces, implementation, impacts, and evaluation of decision support systems (DSSs).
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