Emotional Contagion in Collaborative Virtual Reality Learning Experiences: An eSports Approach

被引:7
|
作者
Dirin, Amir [1 ]
Nieminen, Marko [2 ]
Laine, Teemu H. [3 ]
Nieminen, Lassi [4 ]
Ghalabani, Leila [5 ]
机构
[1] Metropol Univ Appl Sci, Helsinki, Finland
[2] Aalto Univ, Helsinki, Finland
[3] Ajou Univ, Suwon, South Korea
[4] Tampere Univ, Tampere, Finland
[5] Karolinska Inst, Stockholm, Sweden
关键词
User experience design; eSports; Virtual reality; Emotional engagement; Feelings of being; Emotional contagion; Collaborative learning; TECHNOLOGY; CHARACTERS; ENJOYMENT; BEHAVIOR; GAMES; MODEL; TEXT;
D O I
10.1007/s10639-023-11769-7
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Emotional contagion is an intriguing subject in many academic fields, and it is also relevant in collaborative learning where learners share a physical or virtual space. We aimed at exploring the possibilities of motivating, fascinating, and experiential elements of virtual reality (VR) in a collaborative learning context, with a focus on emotional contagion. We adopted the eSports mode as a competency development strategy in collaborative learning, using VR to evaluate emotional contagion that is invoked between the presenters and spectators. For this purpose, we created a VR application (HHVR) that allows freshmen students to learn about the premises and academic life at a university. We then divided 43 adult participants into presenters (N = 9) and spectators (N = 34); the presenters experienced the HHVR application first-hand, whereas the spectators watched the experience through a monitor. We used a questionnaire and semi-structured interviews to measure what feelings of being - existential feelings that affect the way we react to the world - the participants experienced. The collected data were analyzed by Principal Component Analysis and qualitative data coding and the results revealed emotional contagion; the spectators who followed the presenters on a monitor showed similar emotional engagement with the presenters who used the application. In conclusion, the proposed eSports mode can be a useful pedagogical technique in the context of collaborative learning with VR, as it engages emotionally both the presenters and spectators. These findings can be helpful for designing emotionally engaging collaborative learning experiences with VR and for conducting group-based UX evaluations of VR applications.
引用
收藏
页码:15317 / 15363
页数:47
相关论文
共 50 条
  • [41] Immersive Creation of Virtual Reality Training Experiences
    Coelho, Hugo
    Monteiro, Pedro
    Goncalves, Guilherme
    Melo, Miguel
    Bessa, Maximino
    IEEE ACCESS, 2024, 12 : 85773 - 85782
  • [42] Towards Collaborative Learning in Virtual Reality: A Comparison of Co-Located Symmetric and Asymmetric Pair-Learning
    Drey, Tobias
    Albus, Patrick
    Kinderen, Simon Der
    Milo, Maximilian
    Segschneider, Thilo
    Chanzab, Linda
    Rietzler, Michael
    Seufert, Tina
    Rukzio, Enrico
    PROCEEDINGS OF THE 2022 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS (CHI' 22), 2022,
  • [43] Promoting collaborative learning in virtual worlds: the power of "we"
    Li, Yang-Jun
    Cheung, Christy M. K.
    Shen, Xiao-Liang
    Lee, Matthew K. O.
    INFORMATION TECHNOLOGY & PEOPLE, 2023, 36 (06) : 2563 - 2586
  • [44] Validation of technology acceptance model for virtual reality usage in collaborative learning to enhance learner performance
    Guo, Huifen
    Ma, Fenggi
    Zhou, Zhen
    INNOVATIONS IN EDUCATION AND TEACHING INTERNATIONAL, 2025, 62 (02) : 429 - 443
  • [45] Unintended consequences of spatial presence on learning in virtual reality
    Ahn, Sun Joo
    Nowak, Kristine L.
    Bailenson, Jeremy N.
    COMPUTERS & EDUCATION, 2022, 186
  • [46] Beyond Genre: Classifying Virtual Reality Experiences
    Foxman, Maxwell
    Beyea, David
    Leith, Alex
    Ratan, Rabindra A.
    Chen, Vivian
    Klebig, Brian
    IEEE TRANSACTIONS ON GAMES, 2022, 14 (03) : 466 - 477
  • [47] Mystical Experiences in Virtual Reality
    Adam, Stephanie
    Frewen, Paul
    PSYCHOLOGY OF CONSCIOUSNESS-THEORY RESEARCH AND PRACTICE, 2024,
  • [48] Collaborative Virtual Reality for Low-Latency Interaction
    Elvezio, Carmine
    Ling, Frank
    Liu, Jen-Shuo
    Feiner, Steven
    ADJUNCT PUBLICATION OF THE 31ST ANNUAL ACM SYMPOSIUM ON USER INTERFACE SOFTWARE AND TECHNOLOGY (UIST'18 ADJUNCT), 2018, : 179 - 181
  • [49] Measuring users' emotional responses in multisensory virtual reality: a systematic literature review
    Magalhaes, Mariana
    Coelho, Antonio
    Melo, Miguel
    Bessa, Maximino
    MULTIMEDIA TOOLS AND APPLICATIONS, 2023, 83 (14) : 43377 - 43417
  • [50] Emotional self-regulation, virtual reality and neurofeedback
    Pinheiro, Joana
    de Almeida, Raquel Simoes
    Marques, Antonio
    COMPUTERS IN HUMAN BEHAVIOR REPORTS, 2021, 4