2009
DOI: 10.18848/1832-3669/cgp/v05i03/56003
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Avoidance and Attraction in Virtual Worlds: The Impact of Affiliative Tendency on Collaboration

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Cited by 4 publications
(3 citation statements)
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“…This frequent predisposition to create avatars that look like themselves in the real world means that similar attitudes and beliefs that mold real world interactions are likely to be a consideration in their interactions within MUVEs (Wallace & Maryott, 2009;Wallace, 2009). Confirming this, Ducheneaut et al (2009) suggest avatars as a good vehicle to explore attitudes and beliefs, such as gender and ethnicity stereotyping.…”
Section: Related Workmentioning
confidence: 99%
“…This frequent predisposition to create avatars that look like themselves in the real world means that similar attitudes and beliefs that mold real world interactions are likely to be a consideration in their interactions within MUVEs (Wallace & Maryott, 2009;Wallace, 2009). Confirming this, Ducheneaut et al (2009) suggest avatars as a good vehicle to explore attitudes and beliefs, such as gender and ethnicity stereotyping.…”
Section: Related Workmentioning
confidence: 99%
“…When it comes to social interaction in VR, Nowak and Biocca (2003) showed that the degree of empathy that immersants express for each other isn't correlated to the anthropomorphism of the avatars. Rather, the willingness to contribute to a group task as well as the performances obtained are more linked to visual similarities between participants and self-identification (Wallace and Maryott, 2009;Van der Land et al, 2015). This tendency has been used as a narrative argument in the popular video game Journey (2012), where players are immersed into a solitary experience in a vast landscape and may get a strong feeling of copresence after the unexpected appearance of another similar avatar to collaborate with.…”
Section: Use Of Virtual Reality For the Study Of The Cognition Of Movement Presence And Affectmentioning
confidence: 99%
“…Hasler et al's (2009) conceptual framework and research agenda focused on behavioral indicators of virtual teamwork (i.e., form and content of team interaction, individual level effects, and intra-and intergroup effects), sociability factors (perceived presence, social conventions, emerging roles, and relationship formation), and usability factors (perceived usability, collaboration tools, communication mode, and support facilities). The link between spatial and visual characteristics, collaborative behaviors, and virtual teamwork in 3D3C worlds was explored by Montoya et al (2011), while Wallace et al (2009) studied the self-representation with human and non-human avatars concerning the willingness to collaborate in virtual worlds.…”
Section: Sociological Perspectives On 3d3c Worlds In Learningmentioning
confidence: 99%