Measuring user involvement: a diffusion of innovation perspective
ACM SIGMIS Database - Special double issue: diffusion of technological innovation
Affective computing
Synthetic Worlds: The Business and Culture of Online Games
Synthetic Worlds: The Business and Culture of Online Games
Social–biological information technology: An integrated conceptual framework
Journal of the American Society for Information Science and Technology
Incorporating indexicality and contingency into the design of representations for computer-mediated collaboration
What is user engagement? A conceptual framework for defining user engagement with technology
Journal of the American Society for Information Science and Technology
Coming of Age in Second Life: An Anthropologist Explores the Virtually Human
Coming of Age in Second Life: An Anthropologist Explores the Virtually Human
Exodus to the Virtual World: How Online Fun Is Changing Reality
Exodus to the Virtual World: How Online Fun Is Changing Reality
Humoroids: conversational agents that induce positive emotions with humor
Proceedings of The 8th International Conference on Autonomous Agents and Multiagent Systems - Volume 2
Blended information behaviour in Second Life
Journal of Information Science
Gamification in Instruction and the Management of Intersubjectivity in Online University Courses
International Journal of Web Portals
Information sharing and the dimensions of social capital in Second Life
Journal of Information Science
Hi-index | 0.00 |
New users of virtual environments face a steep learning curve, requiring persistence and determination to overcome challenges experienced while acclimatizing to the demands of avatar-mediated behavior. Concurrent structured self-reports can be used to monitor the personal affective and cognitive struggles involved in virtual world adaptation to specific affordances while performing particular tasks and activities with avatars. Examination of user discourse in self-reports reveal that participants focus on micro-management concerns about how to proceed in an activity, replete with intense emotions and uncertainty over how to operate affordances. Concurrent structured self-reports engage users in meta-affective and meta-cognitive reflection and facilitate coping with confusion and negative emotions. As Second Life is a complex virtual world with hundreds of affordances, people experience a continuous stream of information needs. Urgent, persistent, and long-term information needs are associated with differing qualities and intensities of affective load, such as impatience, irritation, anxiety, and frustration. When a particular information need is met, affective engagement results in intensity proportional to the affective load. Constructing user discourse during virtual activities serves as a coping mechanism that facilitates adaptation by raising meta-cognitive and meta-affective awareness.