Living digital: embodient in virtual worlds
The social life of avatars
Internet Communication and Qualitative Research
Internet Communication and Qualitative Research
"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing Virtual Worlds
Computers in Human Behavior
Beauty or realism: The dimensions of skin from cognitive sciences to computer graphics
Computers in Human Behavior
Cross-modal compensation between name and visual aspect in socially active avatars
Computers in Human Behavior
Social organization in virtual settings depends on proximity to human visual aspect
Computers in Human Behavior
Spatial proximity to others determines how humans inhabit virtual worlds
Computers in Human Behavior
The immersive impact of meta-media in a virtual world
Computers in Human Behavior
Conditioned suppression in a virtual environment
Computers in Human Behavior
My avatar is pregnant! Representation of pregnancy, birth, and maternity in a virtual world
Computers in Human Behavior
The psychological functions of avatars and alt(s): A qualitative study
Computers in Human Behavior
Hi-index | 0.00 |
Immersive virtual settings are evolving to become new ''spaces of life''. Humans inhabit these different virtual worlds through their avatars, and tend to gather into communities. However, the behavioral factors underlying the cognitive process of immersion in virtual worlds are still far to be understood. We here investigated these factors using the Star Wars Role-Play community of the virtual setting of Second Life as a model. More specifically, our studies focused on the immersion process in the ''Hutt Space'', a portion of the Star Wars Galaxy ruled by the alien species of the Hutts, which combines the trademark aspects of Star Wars universe. Using both quantitative and qualitative methods, we identified some of the factors which favor the immersion process. Our results suggest that the different behavioral factors contributing to the immersion process can be organized in three structuring dimensions: commitment, cohesion, and coherence. We also unveil a compensatory mechanism between appearance and behavioral factors in creation and maintenance of social groups in virtual worlds. Finally, we point out some of the behavioral aspects of the evolution from passive media engagement (spectators), to active media engagement (actors), and suggest a theoretical framework to investigate how human inhabit immersive virtual spaces.