2020
DOI: 10.24251/hicss.2020.188
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Agency and Body Ownership in Immersive Virtual Reality Environments: A Laboratory Study

Abstract: Virtual reality (VR) technologies such as head-mounted displays are gaining increasing attention since the Oculus Rift development kit entered the market in 2016. VR is assumed to offer great potential for different purposes such as entertainment, gaming, education, or healthcare. VR provides an enclosed virtual environment in which users can become immersed, can move and look freely at 360degree in any direction, and they can interact, manipulate, or create virtual objects with their entire body. With regard … Show more

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Cited by 5 publications
(1 citation statement)
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“…Agency is an additional component that refers to the perceived ability to act meaningfully in a given environment and/or simulation (Nardi, 2015). It has been often associated with engagement in VR settings (Calleja, 2011; Guadagno, Blascovich, Bailenson, & McCall, 2007) and especially with immersive technologies (Freude, Reßing, Müller, Niehaves, & Knop, 2020; Kong, He, & Wei, 2017). It is worth noting that agency is relevant even in experiencing 360 videos, which are often described as less interactive than artificial settings (ie, responsive vs. non‐responsive VR).…”
Section: Discussionmentioning
confidence: 99%
“…Agency is an additional component that refers to the perceived ability to act meaningfully in a given environment and/or simulation (Nardi, 2015). It has been often associated with engagement in VR settings (Calleja, 2011; Guadagno, Blascovich, Bailenson, & McCall, 2007) and especially with immersive technologies (Freude, Reßing, Müller, Niehaves, & Knop, 2020; Kong, He, & Wei, 2017). It is worth noting that agency is relevant even in experiencing 360 videos, which are often described as less interactive than artificial settings (ie, responsive vs. non‐responsive VR).…”
Section: Discussionmentioning
confidence: 99%