用户如何在认知上评价和情感上体验虚拟世界:关注社交虚拟现实

Ayoung Suh
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引用次数: 0

摘要

目的:尽管人们对沉浸式三维虚拟世界越来越感兴趣,但人们对用户如何在认知上评估和情感上体验虚拟世界知之甚少。为了填补这一空白,本研究探讨了用户认知评价的情感、行为和社会后果,同时关注社会虚拟现实(VR)作为进入虚拟世界的代表性切入点。设计/方法/方法本研究以认知评估理论为背景,以情绪分类框架为背景,基于对包括AltspaceVR、VRChat、Bigscreen和Rec Room在内的216名社交VR平台用户的两波面板调查数据,开发并测试了一个理论模型,以解释社交VR背景下用户的继续意愿及其后果。第一项调查的结果显示,感知机会受技术机会的影响大于社会机会,而感知威胁受社会威胁的影响大于技术威胁。整合第一次调查和第二次调查的数据,我们还发现用户的持续意向对其行为投入和社会自我效能感都有积极的影响。独创性/价值通过采用纵向方法,本研究为寻求将社交VR用于商业目的的研究人员和实践者提供了有价值的见解。本研究还通过概念化和操作化社交虚拟现实的机会和威胁因素,以及识别用户在此背景下体验的显著情绪,为虚拟现实文献做出了贡献。最后,本研究对解决社交VR中可能导致不良用户体验的社会和技术特征具有实际意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
How users cognitively appraise and emotionally experience the metaverse: focusing on social virtual reality
PurposeDespite the increasing interest in the metaverse—immersive three-dimensional virtual worlds wherein personalized avatars interact with one another—little is known about how users cognitively appraise and emotionally experience it. To fill this gap, the present study explores the emotional, behavioral and social consequences of users' cognitive appraisals, while focusing on social virtual reality (VR) as a representative entry point to the metaverse.Design/methodology/approachDrawing on cognitive appraisal theory against the backdrop of a framework for classifying emotions, this study develops and tests a theoretical model to account for users' continuance intention and its consequences in the social VR context based on two-wave panel survey data collected from 216 users of social VR platforms, including AltspaceVR, VRChat, Bigscreen and Rec Room.FindingsThe results of the first survey showed that perceived opportunity was more strongly influenced by technological opportunity than social opportunity, whereas perceived threat was more strongly affected by social threat than technological threat. Integrating the data collected from the first survey with those of the second survey, we also found that users' continuance intention positively influenced both their behavioral engagement and social self-efficacy.Originality/valueBy adopting a longitudinal approach, this study provides insights that may be valuable to researchers and practitioners who seek to use social VR for business purposes. This study also contributes to the metaverse literature by conceptualizing and operationalizing the opportunity and threat factors of social VR and identifying salient emotions that users experience in this context. Finally, this study has practical implications for addressing the social and technological features that may cause adverse user experiences in social VR.
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