A sense of self: The role of presence in virtual environments

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Several factors contribute to an individual’s experiences in computer-based environments. Previous research shows one such factor, the degree to which users feel connected to a virtual environment, influences the actions of individuals within the environment (Banos et al., 2008, Welch, 1999). Additional factors, such as people’s personality and the personality of their avatar, influence behaviors in virtual environments (McCreery, Krach, Schrader, & Boone, 2012). The current study focused on the role of presence as it affects behavior within the virtual environment. Presence has been defined as the psychological state where virtual experiences feel authentic. However, the degree to which presence acts as a mediating variable in virtual environments is not well understood. The current study employed a combination of survey instruments and direct observation to explore the relationships among personality of self and avatar, presence, and behaviors within a virtual environment. Findings indicated that participant scores in the domain of agreeableness were a significant predictor of agreeable behavior in the virtual environment. However, with the exception of negative effects (e.g., dizziness), presence does not appear to influence behavior. Overall implications for these findings are discussed.

论文关键词:Presence,Virtual self,Personality,Observed behaviors,Virtual environments,Avatar,Massively multiplayer online games

论文评审过程:Available online 6 March 2013.

论文官网地址:https://doi.org/10.1016/j.chb.2013.02.002