2012
DOI: 10.1111/j.1467-6494.2011.00736.x
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Attachment Dynamics in a Virtual World

Abstract: The study investigated the transfer of attachment working models onto autonomous agents in a virtual social environment (VSE). Participants from a community sample (N = 422; mean age = 29 years; mean relationship duration = 4.8 years) encountered three attachmentrelated key scenes in a VSE: a separation with a subsequent reunion, a conflict, and an illness. In these scenarios, participants gave instructions to the main character (the "protagonist"), who had a romantic relationship with one of the other agents … Show more

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Cited by 19 publications
(14 citation statements)
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References 53 publications
(91 reference statements)
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“…To date, three studies have investigated the attachment behavioral system in close relationships using virtual environments (Kane et al, 2012; Schönbrodt and Asendorpf, 2012; Symons et al, 2015). In the first study, Schönbrodt and Asendorpf (2012) created a 2D online computer game (Simoland), for investigating attachment behaviors toward a virtual partner during attachment-related experiences (separation, conflict, and threat).…”
Section: Applying Virtual Reality For Assessing Attachment Behavioralmentioning
confidence: 99%
See 1 more Smart Citation
“…To date, three studies have investigated the attachment behavioral system in close relationships using virtual environments (Kane et al, 2012; Schönbrodt and Asendorpf, 2012; Symons et al, 2015). In the first study, Schönbrodt and Asendorpf (2012) created a 2D online computer game (Simoland), for investigating attachment behaviors toward a virtual partner during attachment-related experiences (separation, conflict, and threat).…”
Section: Applying Virtual Reality For Assessing Attachment Behavioralmentioning
confidence: 99%
“…In the first study, Schönbrodt and Asendorpf (2012) created a 2D online computer game (Simoland), for investigating attachment behaviors toward a virtual partner during attachment-related experiences (separation, conflict, and threat). Technologically, Simoland used a low-cost and open environment with non-immersive graphical representation in which the characters were depicted by simple beings able to interact each other by vignettes.…”
Section: Applying Virtual Reality For Assessing Attachment Behavioralmentioning
confidence: 99%
“…Even if there is growing agreement that the Internet can act as a positive force for place-based communities, there is still disagreement over whether communities can exist online; that is, are there such things as "virtual communities" (Driskell and Lyon 2002;Soukup 2006;Steinkuehler and Williams 2006;Schönbrodt and Asendorpf 2012)? However, Cohen (1985) argued that the use of the word community generates a relational understanding with two central elements: (1) that people have something in common with each other and (2) they can distinguish themselves from others.…”
Section: Theoretical Backgroundmentioning
confidence: 99%
“…1 MMORPGs also allow players to create hierarchical subunits referred to as guilds. Guilds can have memberships into the thousands and span multiple games (Ang and Zaphiris 2010;Schönbrodt and Asendorpf 2012).…”
Section: Mmorpg Communitiesmentioning
confidence: 99%
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