2014
DOI: 10.1016/j.chb.2014.04.008
|View full text |Cite
|
Sign up to set email alerts
|

Social engagement and user immersion in a socially based virtual world

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
36
0

Year Published

2015
2015
2024
2024

Publication Types

Select...
4
4
1

Relationship

0
9

Authors

Journals

citations
Cited by 59 publications
(37 citation statements)
references
References 31 publications
0
36
0
Order By: Relevance
“…SL was not developed for research, but social scientists soon recognized its utility as a platform to study human interaction. A number of the studies conducted have tended to focus on examining the unique characteristics of SL participants (Hooi & Cho, 2014;McLeod, Liu, & Axline 2014), the behavior of SL avatars in virtual worlds (Grinberg, Careaga, Mehl, & O'Connor, 2014;Hooi & Cho, 2013), the use of SL for online instruction within educational institutions (Halvorson, Ewing, & Windisch, 2011;Inman, Wright, & Hartman, 2010), or the feasibility of conducting social experiments and experimental manipulations in SL (Greiner, Caravella, & Roth, 2014;Lee, 2014;Tawa, Negrón, Suyemoto, & Carter, 2015). A handful of studies have used SL as a tool for recruitment, though generally the recruitment goals are directed at specific populations (Keelan et al, 2015;Swicegood & Haque 2015).…”
Section: Discussionmentioning
confidence: 99%
“…SL was not developed for research, but social scientists soon recognized its utility as a platform to study human interaction. A number of the studies conducted have tended to focus on examining the unique characteristics of SL participants (Hooi & Cho, 2014;McLeod, Liu, & Axline 2014), the behavior of SL avatars in virtual worlds (Grinberg, Careaga, Mehl, & O'Connor, 2014;Hooi & Cho, 2013), the use of SL for online instruction within educational institutions (Halvorson, Ewing, & Windisch, 2011;Inman, Wright, & Hartman, 2010), or the feasibility of conducting social experiments and experimental manipulations in SL (Greiner, Caravella, & Roth, 2014;Lee, 2014;Tawa, Negrón, Suyemoto, & Carter, 2015). A handful of studies have used SL as a tool for recruitment, though generally the recruitment goals are directed at specific populations (Keelan et al, 2015;Swicegood & Haque 2015).…”
Section: Discussionmentioning
confidence: 99%
“…Equally, immersion has been defined as the state of flow when navigating a virtual environment (Koh & Kim, 2003). Hence, flow experiences and immersion are mutually related in the sense that flow is an affective outcome that follows from the cognitive phenomenon of interpreting spatial, acoustic, tactile, visceral, and social cues as if one were enveloped by a virtual world (Grinberg, Careaga, Mehl, & O'Connor, 2014). In a cyclic fashion, the more flow a gamer experiences, the stronger the sense of immersion into virtual reality.…”
Section: Involvement Identification and Realism In Computer Gamingmentioning
confidence: 99%
“…Levels of immersion extend beyond the environment itself. A strong social component -with avatars or other human users -has been found to be equally, if not more, important to immersion than spatial exploration [14]. We can see this replicated in the video game industry today with many developers weighing the multiplayer social component of the game over the single player element.…”
Section: Key Conceptsmentioning
confidence: 77%