Immersive virtual reality in the age of the Metaverse: A hybrid-narrative review based on the technology affordance perspective

被引:220
作者
Dincelli, Ersin [1 ]
Yayla, Alper [2 ]
机构
[1] Univ Colorado Denver, Sch Business, Dept Informat Syst, 1475 Lawrence St, Denver, CO 80202 USA
[2] Univ Tampa, Coll Business, Informat & Technol Management Dept, 401 W Kennedy Blvd, Tampa, FL 33606 USA
关键词
Virtual reality; Head-mounted display; Immersion; Technology affordance; Affordance-actualization; Human-computer interaction; DESIGN SCIENCE; PROSOCIAL BEHAVIOR; EXPOSURE THERAPY; FUTURE-RESEARCH; SOCIAL MEDIA; IMPACT; ENVIRONMENT; EXPERIENCE; SYSTEMS; COMMUNICATION;
D O I
10.1016/j.jsis.2022.101717
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
Immersive virtual reality (VR) that utilizes head-mounted displays (HMD) is one of the key emerging technologies of the 21st century and has drawn keen attention from consumers, practitioners, and scholars in various disciplines. Nevertheless, the information systems (IS) discipline has neglected immersive VR, given that only a handful of studies have been published in main-stream IS journals. However, the recent advancements in immersive VR technology provide new opportunities for organizations and IS researchers. In light of these points, we reviewed the immersive VR literature to provide a holistic view of opportunities and challenges for organizations and future research directions for the IS field. By examining the technical capabilities of immersive VR and the previous literature, we identified five affordances: embodiment, interactivity, navigability, sense-ability, and create-ability. Our review of the 151 studies from the IS and related fields synthesized how these affordances were utilized in various research domains. Guided by the affordance-actualization theory, we also identified the strategic opportunities and challenges that come with implementing VR. The actualization of immersive VR affordances in organizations is indeed a fruitful area for IS scholars as there are various venues to move the IS field as well as the VR research in the organizational context forward.
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页数:22
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