虚拟世界中的自我形态一致性:化身几何如何调节情感投入和虚拟消费

IF 8.9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL
Yi Huang , Xinye Hu , Yuwei Tian , Yuxuan Song , Yu Pan
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引用次数: 0

摘要

化身作为虚拟世界中自我的数字延伸,通过其视觉设计深刻地塑造了用户的行为。虽然之前的研究主要集中在类人角色的特征(如吸引力、身高)上,但这项研究调查了基本的模块化角色几何形状(球体与立方)如何影响情感投入和消费决策。通过两个沉浸式实验——一个虚拟的电影购物任务和一个虚拟的艺术展览——我们发现化身的形状与产品的情感属性相互作用,从而影响用户的偏好。使用球形头像的参与者更喜欢积极价值的内容(如喜剧、玫瑰时期的绘画),而使用立方体头像的参与者更倾向于消极价值的内容(如惊悚片、蓝色时期的艺术品)。调解分析显示,由自我形状一致性驱动的情感愉悦支撑了这些影响。从理论上讲,该研究扩展了具身认知和隐喻理论,证明了虚拟化身设计中即使最小的几何特征也可以激活自我参照加工,并影响沉浸式情境下的情感决策。这些发现为VR/AR平台中情感一致的虚拟形象定制工具、情感智能品牌策略和影响敏感的用户体验设计的开发提供了信息,尤其是随着虚拟环境在数字社交生活、商业和身份表达中变得越来越重要。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Self-shape congruency in the metaverse: How avatar geometry modulates emotional engagement and virtual consumption
Avatars, as digital extensions of the self in the metaverse, profoundly shape user behavior through their visual design. While prior research has focused on human-like avatar traits (e.g., attractiveness, height), this study investigates how basic modular avatar geometries—spheric versus cubic—affect emotional engagement and consumption decisions. Across two immersive experiments—a virtual movie shopping task and a virtual art exhibition—we found that avatar shape interacted with the emotional attributes of products to influence user preferences. Participants using spheric avatars preferred positively valenced content (e.g., comedies, Rose Period paintings), while those using cubic avatars were more inclined toward negatively valenced content (e.g., thrillers, Blue Period artworks). Mediation analyses revealed that emotional pleasure, driven by self-shape congruency, underpinned these effects.
Theoretically, the study extends embodied cognition and metaphor theory by demonstrating that even minimal geometric features in avatar design can activate self-referential processing and influence affective decision-making in immersive contexts. The findings inform the development of emotionally congruent avatar customization tools, emotionally intelligent branding strategies, and affect-sensitive UX design in VR/AR platforms, especially as virtual environments become more central to digital social life, commerce, and identity expression.
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来源期刊
CiteScore
19.10
自引率
4.00%
发文量
381
审稿时长
40 days
期刊介绍: Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.
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