Playing With Embodied Social Interaction: A Thematic Review of Experiments on Social Aspects in Gameful Virtual Reality

被引:9
作者
Bujic, Mila [1 ]
Macey, Anna-Leena [1 ]
Jarvela, Simo [1 ,2 ]
Hamari, Juho [1 ]
机构
[1] Tampere Univ, Gamificat Grp, Kalevantie 4, Tampere 33100, Finland
[2] Univ Helsinki, Fac Med, Dept Psychol & Logoped, Helsinki 00100, Finland
基金
芬兰科学院;
关键词
virtual reality; games; gamification; agents; players; state-of-the-art; BODY OWNERSHIP; EXPOSURE THERAPY; PUBLIC SPEAKING; REPRESENTATION; ILLUSIONS; BEHAVIOR; ANXIETY; EMPATHY;
D O I
10.1093/iwc/iwac012
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
Recently, there has been a burgeoning of immersive virtual reality (VR) applications in a variety of shapes, including gameful social VR. Despite a longstanding tradition of studying social factors in gameful computing, this perspective in the specific experiences of VR is only gaining traction. This highly multidisciplinary area of interest is immensely complex with potential consequences on individuals and social groups alike. To aid in constituting and systematizing this area of research from the early days, this paper explores 14 state-of-art publications on experimental research of social aspects in gameful VR. These were analysed predominantly based on the included manipulations and the studied outcomes resulting in the extraction of five and seven thematic wholes, respectively. Finally, based on the findings, four broad avenues to consider were emphasized as suggested paths for a comprehensive future of embodied gameful social VR application and research across a variety of disciplines.
引用
收藏
页码:583 / 595
页数:13
相关论文
共 51 条
[1]  
Andreasen A, 2018, 25TH 2018 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES (VR), P505, DOI 10.1109/VR.2018.8446448
[2]   Virtual body ownership and its consequences for implicit racial bias are dependent on social context [J].
Banakou, Domna ;
Beacco, Alejandro ;
Neyret, Solene ;
Blasco-Oliver, Marta ;
Seinfeld, Sofia ;
Slater, Mel .
ROYAL SOCIETY OPEN SCIENCE, 2020, 7 (12)
[3]   Learning Empathy Through Virtual Reality: Multiple Strategies for Training Empathy-Related Abilities Using Body Ownership Illusions in Embodied Virtual Reality [J].
Bertrand, Philippe ;
Guegan, Jerome ;
Robieux, Leonore ;
McCall, Cade Andrew ;
Zenasni, Franck .
FRONTIERS IN ROBOTICS AND AI, 2018, 5
[4]   Toward a more robust theory and measure of social presence: Review and suggested criteria [J].
Biocca, F ;
Harms, C ;
Burgoon, JK .
PRESENCE-VIRTUAL AND AUGMENTED REALITY, 2003, 12 (05) :456-480
[5]   Recent Progress in Virtual Reality Exposure Therapy for Phobias: A Systematic Review [J].
Botella, Cristina ;
Fernandez-Alvarez, Javier ;
Guillen, Veronica ;
Garcia-Palacios, Azucena ;
Banos, Rosa .
CURRENT PSYCHIATRY REPORTS, 2017, 19 (07)
[6]  
Braun V., 2006, Qualitative Research in Psychology, V3, P77, DOI [DOI 10.1191/1478088706QP063OA, https://doi.org/10.1191/1478088706qp063oa]
[7]   Post-human encounters: Humanising the technological Other in videogames [J].
Coanda, Iulia ;
Aupers, Stef .
NEW MEDIA & SOCIETY, 2021, 23 (05) :1236-1256
[8]  
Costa Mark R., 2013, Virtual Augmented and Mixed Reality. Designing and Developing Augmented and Virtual Environments. 5th International Conference, VAMR 2013 Held as Part of HCI International 2013. Proceedings: LNCS 7936, P333, DOI 10.1007/978-3-642-39405-8_37
[9]  
Fairclough SH, 2012, ICMI '12: PROCEEDINGS OF THE ACM INTERNATIONAL CONFERENCE ON MULTIMODAL INTERACTION, P571
[10]   Body, Avatar, and Me [J].
Freeman G. ;
Maloney D. .
Proceedings of the ACM on Human-Computer Interaction, 2021, 4 (CSCW3)