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Taylor A, tom Dieck MC, Jung T, Cho J, Kwon O. XR and mental wellbeing: state of the art and future research directions for the Metaverse. Front Psychol 2024; 15:1360260. [PMID: 38524293 PMCID: PMC10959091 DOI: 10.3389/fpsyg.2024.1360260] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/22/2023] [Accepted: 02/15/2024] [Indexed: 03/26/2024] Open
Abstract
Introduction The purpose of this study is to provide an overview of extant research regarding XR technology and its effect on consumer wellbeing. With the hopes of informing marketing practitioners on XR consumer psychology, in preparation for the Metaverse. Methods To achieve the above aim, two types of analysis took place. Firstly, a bibliometric analysis was conducted which was then followed by a framework-based structured literature review. The latter entailed an analysis of 81 articles evaluated from a positive psychological approach. Findings Following the TCCM framework, the analysis revealed the most common psychological theories demonstrating potential avenues for XR to impact consumer wellbeing. Moreover, researchers found preliminary links between, theory, characteristics, and contexts. Giving a preliminary description of how theory manifests into reality. Finally, the overview of extant literature was used to propose new avenues for future research pertaining to marketing, the Metaverse, and consumer effects. Conclusion In conclusion, the paper provides stakeholder insights which can ensure minimal consumer risk and sustainable use of the XR technology and Metaverse. While addressing the need for more research that uncovers the psychological effects of emerging technologies, so to prepare for the Metaverse. This is especially important when considering the current upsurge of these technologies and the uncertainties associated with their novelty and the idea of an 'always on' consumer.
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Affiliation(s)
- Alexandra Taylor
- AR and VR Hub, Manchester Metropolitan University, Manchester, United Kingdom
| | | | - Timothy Jung
- AR and VR Hub, Manchester Metropolitan University, Manchester, United Kingdom
- School of Management, Kyung Hee University, Seoul, Republic of Korea
| | - Justin Cho
- AR and VR Hub, Manchester Metropolitan University, Manchester, United Kingdom
| | - Ohbyung Kwon
- School of Management, Kyung Hee University, Seoul, Republic of Korea
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Huang Y, Benford S, Spence J, Blake H. Exploring Effects of a Nostalgic Storytelling Virtual Reality Experience Beyond Hedonism. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2024; 27:221-226. [PMID: 38153373 DOI: 10.1089/cyber.2023.0183] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/29/2023]
Abstract
In this study, we tested the effect of a nostalgic storytelling virtual reality (VR) experience (vs. a text-reading neutral VR experience as the comparison condition) on state-level eudaimonic well-being and explored the underlying mediating mechanisms. In a within-subject experimental design, all 31 participants experienced both versions of the VR in pseudorandomized and counterbalanced order. Compared with the text-reading VR experience, the nostalgic storytelling VR resulted in significantly higher hedonic and eudaimonic entertainment media gratifications (aka. media enjoyment and media appreciation, respectively), social connectedness, and state-level well-being. Moreover, the relationship between VR and well-being was serially mediated by the level of state nostalgia and eudaimonic media gratifications. That is, the nostalgic storytelling VR was found to evoke state nostalgia, which led to a greater appreciation of the VR experience; this appreciation, in turn, contributed to increased state-level well-being. Implications of the study findings for future research and practice are discussed.
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Affiliation(s)
- Yitong Huang
- School of Media and Communication, Shanghai Jiaotong University, Shanghai, China
| | - Steve Benford
- School of Computer Science, University of Nottingham, Nottingham, United Kingdom
| | - Jocelyn Spence
- School of Computer Science, University of Nottingham, Nottingham, United Kingdom
| | - Holly Blake
- School of Health Sciences, University of Nottingham, Nottingham, United Kingdom
- NIHR Nottingham Biomedical Research Centre, Nottingham, United Kingdom
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Pimentel D, Kalyanaraman S. How Cognitive Absorption Influences Responses to Immersive Narratives of Environmental Threats. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2024; 27:83-90. [PMID: 38197843 DOI: 10.1089/cyber.2022.0401] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/11/2024]
Abstract
Nongovernment organizations are increasingly leveraging the metaverse and its suite of extended reality technologies, such as 360° video and virtual reality, to immerse audiences in situations depicting environmental threats. The promise of immersive storytelling as a conservation tool is predicated on the verisimilitude of the mediated experience, with exposure to environmental threats in immersive video akin to in vivo exposure. However, the psychological mechanisms explaining users' environmental responses to immersive stories remain ambiguous. In three controlled laboratory experiments, we examined unique properties (e.g., interactivity and modality) of immersive technologies vis-à-vis environmental stories and their influence on proenvironmental outcomes. Study 1 (N = 48) implemented a two-condition (interactivity: high vs. low) between-subjects experiment, showing that interactive 360° video significantly influenced attitudes through the mechanism of cognitive absorption. A 2 (interactivity: high/low) × 2 (distance: proximal/distant) between-subjects experiment (study 2; N = 76) further supported this mediation model by showing the mediating effects of cognitive absorption on attitudes and threat perceptions toward both distant and proximal threats. Lastly, study 3 (N = 68) replicated the mediating effects of cognitive absorption across 360° video modalities, though head-mounted display-based, rather than screen-based, 360° videos only significantly increased attitudes and absorption when threats were proximal. We discuss the results' practical and theoretical implications and propose avenues for future research. Moreover, we outline important considerations for environmental organizations seeking to leverage metaverse platforms for communicating environmental threats.
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Affiliation(s)
- Daniel Pimentel
- Oregon Reality Lab, School of Journalism and Communication, University of Oregon, Portland, Oregon, USA
| | - Sriram Kalyanaraman
- Media Effects and Technology Lab, College of Journalism and Communications, University of Florida, Gainesville, Florida, USA
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Yang S, Kim H, Song M, Lee S, Jang JW. The Double-Edged Influence of Self-Expansion in the Metaverse: A Two-Wave Panel Assessment of Identity Perception, Self-Esteem, and Life Satisfaction. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2024; 27:37-46. [PMID: 38197839 PMCID: PMC10794835 DOI: 10.1089/cyber.2022.0400] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/11/2024]
Abstract
This study researches the impact of self-expansion experiences in the Metaverse on users' identity perception, self-esteem, and life satisfaction. To do so, the researchers conducted a two-wave panel study with a 3-month interval (N = 486) in VRChat, one of the most popular social virtual reality (VR) platforms. As predicted, the increase in self-expansion experience in VR environments positively predicted users' self-esteem and life satisfaction. However, when self-expansion led to a loss of coherency in the self-concept by causing identity disjunction or self-discrepancy, it damaged self-esteem and life satisfaction, respectively. The current findings exhibit that experimenting with and enlarging identity through immersive experiences in the Metaverse could benefit the individual, but only when it does not cause a disconnection between virtual and offline identities. This article discusses the potential opportunities and risks in the Metaverse, emphasizing the importance of advancing our understanding of the self-expansion experience in immersive media.
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Affiliation(s)
- Soeun Yang
- Institute of Communication Research, Seoul National University, Seoul, Korea
| | - Haesoo Kim
- Bowers College of Computing and Information Science, Cornell University, Ithaca, New York, USA
| | - Minwoo Song
- School of Computing, Korea Advanced Institute of Science and Technology (KAIST), Daejeon, Korea
| | - Seunghyun Lee
- Department of Electrical Engineering and Computer Science, Daegu Gyeongbuk Institute of Science & Technology (DGIST), Daegu, Korea
| | - Jeong-woo Jang
- School of Digital Humanities and Computational Social Sciences, Korea Advanced Institute of Science and Technology (KAIST), Daejeon, Korea
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Kim SJ. Virtual fashion experiences in virtual reality fashion show spaces. Front Psychol 2023; 14:1276856. [PMID: 38046109 PMCID: PMC10693427 DOI: 10.3389/fpsyg.2023.1276856] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/13/2023] [Accepted: 11/07/2023] [Indexed: 12/05/2023] Open
Abstract
Introduction Virtual reality (VR) provides a new fashion space and fashion experience. This study focuses on immersive VR and fashion shows to empirically explore the VR fashion space and fashion experience. Insights specific to fashion have not been presented in as much depth in the literature; thus, the current findings are particularly valuable and insightful. Methods This study employed three immersive VR (IVR) fashion show stimuli and in-depth interviews according to a semi-structured questionnaire. Collected data were analyzed based on the concept of VR space and VR experience derived through literature research. Results The VR fashion space was divided into three types and VR experiences of cognitive presence, sensible immersion, emotional immersion, and aesthetic interaction were derived accordingly. First, the physical representation of a fashion show induced a cognitive and emotional sense of presence, in which users felt as though they had moved to the same time and place as those at the fashion show. Second, participants experienced cognitive confusion owing to the differences with a priori experiences in the fashion show space (i.e., reality and imagination coexist). Third, participants transcended the limitations of physical reality while in the fashion show space of pataphysics (which was realized with human imagination), and they moved beyond the stage of confusion that is experienced while facing realistic objects to connect to creative inspiration. Discussion The difference in the properties of VR space may be associated with distinct VR fashion experiences. The findings suggest that (1) a priori elements such as sociocultural contexts and personal experiences differ in the experiential dimension of virtual space, (2) the VR fashion show space induces a psychological experience between brand and consumer, and (3) creative inspiration and exploratory play can be greatly induced in a user if the immersive fashion space is further from the original source.
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Affiliation(s)
- Se Jin Kim
- Department of Clothing and Textiles, Changwon National University, Changwon, Republic of Korea
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Ong T, Wilczewski H, Soni H, Ivanova J, Barrera J, Cummins M, Welch B, Bunnell B. Therapist perspectives on telehealth-based virtual reality exposure therapy. RESEARCH SQUARE 2023:rs.3.rs-3161151. [PMID: 37503192 PMCID: PMC10371164 DOI: 10.21203/rs.3.rs-3161151/v1] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 07/29/2023]
Abstract
Virtual reality (VR) can enhance mental health care. In particular, the effectiveness of VR-based exposure therapy (VRET) has been well-demonstrated for treatment of anxiety disorders. However, most applications of VRET remain localized to clinic spaces. We aimed to explore mental health therapists' perceptions of telehealth-based VRET (tele-VRET) by conducting semi-structured, qualitative interviews with 18 telemental health therapists between October and December 2022. Interview topics included telehealth experiences, exposure therapy over telehealth, perceptions of VR in therapy, and perspectives on tele-VRET. Therapists described how telehealth reduced barriers (88.9%, 16/18), enhanced therapy (61.1%, 11/18), and improved access to clients (38.9%, 7/18), but entailed problems with technology (61.1%, 11/18), uncontrolled settings (55.6%, 10/18), and communication di culties (50%, 9/18). Therapists adapted exposure therapy to telehealth by using online resources (66.7%, 12/18), preparing client expectations (55.6%, 10/18), and adjusting workflows (27.8%, 5/18). Most therapists had used VR before (72.2%, 13/18) and had positive impressions (55.6%, 10/18), but none had used VR clinically. In response to tele-VRET, therapists requested interactive session activities (77.8%, 14/18) and customizable interventions components (55.6%, 10/18). Concerns about tele-VRET included risks with certain clients (77.8%, 14/18), costs (50%, 9/18), side effects and privacy (22.2%, 4/18), and inappropriateness for specific forms of exposure therapy (16.7%, 3/18). These results show how designing for telehealth may extend VRET and can help inform collaborative development of health technologies.
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Kalantari S, Xu TB, Mostafavi A, Kim B, Dilanchian A, Lee A, Boot WR, Czaja SJ. Using Immersive Virtual Reality to Enhance Social Interaction Among Older Adults: A Cross-Site Investigation. Innov Aging 2023; 7:igad031. [PMID: 37213325 PMCID: PMC10198775 DOI: 10.1093/geroni/igad031] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/19/2022] [Indexed: 05/23/2023] Open
Abstract
Background and Objectives Virtual reality (VR) applications are increasingly being targeted toward older adults as a means to maintain physical and cognitive skills and to connect with others, especially during the coronavirus disease 2019 era. Our knowledge about how older adults interact with VR is limited, however, since this is an emerging area and the related research literature is still rather slim. The current study focused specifically on older adults' reactions to a social-VR environment, examining participant's views about the possibility of meaningful interactions in this format, the impacts of social-VR immersion on mood and attitude, and features of the VR environment that affected these outcomes. Research Design and Methods The researchers designed a novel social-VR environment with features intended to prompt conversation and collaborative problem-solving among older adults. Participants were recruited from 3 diverse geographic locations (Tallahassee, FL; Ithaca, NY; and New York City, NY), and were randomly assigned to a partner from one of the other sites for social-VR interaction. The sample consisted of 36 individuals aged 60 and older. Results Reactions to the social VR were quite positive. Older adults reported high levels of engagement in the environment and perceived the social VR to be enjoyable and usable. Perceived spatial presence was found to be a central driver of positive outcomes. A majority of the participants indicated a willingness to reconnect with their VR partner in the future. The data also identified important areas for improvement that were of concern to older adults, such as the use of more realistic avatars, larger controllers more suited to aging hands, and more time for training/familiarization. Discussion and Implications Overall, these findings suggest that VR can be an effective format for social engagement among older adults.
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Affiliation(s)
- Saleh Kalantari
- Human Centered Design, Cornell University, Ithaca, New York, USA
| | - Tong Bill Xu
- Human Centered Design, Cornell University, Ithaca, New York, USA
| | - Armin Mostafavi
- Human Centered Design, Cornell University, Ithaca, New York, USA
| | - Benjamin Kim
- Division of Geriatrics and Palliative Medicine, Center on Aging and Behavioral Research, Weill Cornell Medicine, New York City, New York, USA
| | - Andrew Dilanchian
- Department of Psychology, Florida State University, Tallahassee, Florida, USA
| | - Angella Lee
- Human Centered Design, Cornell University, Ithaca, New York, USA
| | - Walter R Boot
- Department of Psychology, Florida State University, Tallahassee, Florida, USA
| | - Sara J Czaja
- Division of Geriatrics and Palliative Medicine, Center on Aging and Behavioral Research, Weill Cornell Medicine, New York City, New York, USA
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Wu JH, Robinson S, Tsemg JS, Hsu YP, Hsieh MC, Chen YC. Digital and physical factors influencing an individual's preventive behavior during the COVID-19 pandemic in Taiwan: A perspective based on the S-O-R model. COMPUTERS IN HUMAN BEHAVIOR 2023; 139:107525. [PMID: 36268219 PMCID: PMC9557089 DOI: 10.1016/j.chb.2022.107525] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/09/2022] [Revised: 10/03/2022] [Accepted: 10/09/2022] [Indexed: 11/05/2022]
Abstract
COVID-19 has caused considerable stress to individuals and communities. Daily press briefings on public health during the COVID-19 pandemic have increased individuals' feelings of social pressure. Abrupt changes to a person's immediate environment, such as the changes caused by COVID-19, can substantially affect their mental health and cognitive adjustment. On the basis of the stimulus-organism-response (S-O-R) framework, we examined the effects of digital and physical stimuli related to COVID-19 in Taiwan on individuals' psychological states and preventive behavior, including social distancing and personal hygiene. The data obtained from 498 valid survey questionnaires indicated that digital and physical factors including informativeness, social pressure, and severity exerted direct effects on cognitive assimilation and anxiety, which in turn affected individuals' preventive behavior. Moreover, cognitive assimilation and anxiety had significant mediating effects on the relationships of informativeness, social pressure, and severity with individuals' preventive behavior. The results of this study indicate how digital and physical stimulus factors affect cognitive assimilation and anxiety, which influence preventive behavior during a pandemic.
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Affiliation(s)
- Jen-Her Wu
- Department of Information Management, Southern Taiwan Interdisciplinary Center for Innovative Technologies, Advisory Board Member, E-Da Healthcare Group, National Sun Yat-Sen University, 70 Lien-Hai Rd, Kaohsiung, 804, Taiwan
| | - Simon Robinson
- Department of English, Wenzao Ursuline University of Languages, 900 Minzu 1st Road, Kaohsiung, Taiwan
| | - Jing-Shiang Tsemg
- Department of Information Management, National Sun Yat-Sen University, 70 Lien-Hai Rd, Kaohsiung, 804, Taiwan
| | - Yu-Ping Hsu
- Department of Information Management, National Sun Yat-Sen University, 70 Lien-Hai Rd, Kaohsiung, 804, Taiwan
| | - Ming-Che Hsieh
- Department of Information Science and Management Systems, National Taitung University, 369, Section 2, University Road, Taitung, 950, Taiwan
| | - Yi-Cheng Chen
- Department of Information Science and Management Systems, National Taitung University, 369, Section 2, University Road, Taitung, 950, Taiwan
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van Brakel V, Barreda-Ángeles M, Hartmann T. Feelings of presence and perceived social support in social virtual reality platforms. COMPUTERS IN HUMAN BEHAVIOR 2023. [DOI: 10.1016/j.chb.2022.107523] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/05/2022]
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10
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Barreda-Ángeles M, Hartmann T. Experiences of Depersonalization/Derealization Among Users of Virtual Reality Applications: A Cross-Sectional Survey. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2023; 26:22-27. [PMID: 36595349 DOI: 10.1089/cyber.2022.0152] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/04/2023]
Abstract
Previous research shows that virtual reality (VR) users may experience symptoms of depersonalization/derealization (DPDR) immediately after use. However, the impact of long-term VR use on these symptoms has not been analyzed so far. In a preregistered study, we conducted an online survey among a bigger sample of VR users (N = 754) to investigate the relationship between time of use during the past 6 months and the presence of DPDR symptoms. The results support the absence of a linear association between time of VR use and the presence of symptoms, when controlling for other factors. DPDR symptoms are more frequent among younger female users and in those who experience higher levels of embodiment during use. Secondary analyses show that symptoms are more common among newer users and among those who engage in longer sessions. These findings suggest that current common VR experiences are not a cause of long-term DPDR symptoms for the majority of users, yet also encourage further research about specific cases where VR use might trigger DPDR experiences in the long term.
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Affiliation(s)
- Miguel Barreda-Ángeles
- Department of Communication Science, Vrije Universiteit Amsterdam, Amsterdam, The Netherlands
| | - Tilo Hartmann
- Department of Communication Science, Vrije Universiteit Amsterdam, Amsterdam, The Netherlands
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Do an Organization’s Digital Transformation and Employees’ Digital Competence Catalyze the Use of Telepresence? SUSTAINABILITY 2022. [DOI: 10.3390/su14148604] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 02/04/2023]
Abstract
Rapid changes in the external environment are increasing interest in digital transformation. In particular, the recent breakout of infectious diseases such as COVID-19 has required certain companies to restrict physical exchanges among their members. As a result, companies must strive to maintain productivity and performance by supporting business exchange activities through online platforms. A metaverse technology that supports individuals’ exchange activities in a virtual space based on 3D technology has recently attracted attention from companies. However, as previous studies related to the metaverse have focused on strengthening personalized content and services, additional research is needed in order to understand the metaverse’s effects at the organizational level. This study aims to present the conditions for strengthening the motivation to use the metaverse from the perspective of organizations and members who have applied the metaverse in the workplace on a trial basis. In this study, an online questionnaire was conducted targeting workers of organizations with a history of using the metaverse for business, and the hypotheses were tested using 304 valid samples. As a result of the analysis, it was found that telepresence, a characteristic of the metaverse, influences the intention to continue using the metaverse through informativeness, interactivity, and enjoyment. In addition, the shared goal of the organization’s digital transformation moderated the influence relationship between telepresence and an individual’s motivations, and an individual’s digital competence moderated the influence relationship between motivation and the intention of continuous use. This study suggests a digital transformation strategy for an organization in terms of suggesting ways to strengthen the motivations for the use of the metaverse of employees in the organization.
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Abstract
Whereas traditional teaching environments encourage lively and engaged interaction and reward extrovert qualities, introverts, and others with symptoms that make social engagement difficult, such as autism spectrum disorder (ASD), are often disadvantaged. This population is often more engaged in quieter, low-key learning environments and often does not speak up and answer questions in traditional lecture-style classes. These individuals are often passed over in school and later in their careers for not speaking up and are assumed to not be as competent as their gregarious and outgoing colleagues. With the rise of the metaverse and democratization of virtual reality (VR) technology, post-secondary education is especially poised to capitalize on the immersive learning environments social VR provides and prepare students for the future of work, where virtual collaboration will be key. This study seeks to reconsider the role of VR and the metaverse for introverts and those with ASD. The metaverse has the potential to continue the social and workplace changes already accelerated by the pandemic and open new avenues for communication and collaboration for a more inclusive audience and tomorrow.
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How Will Video Conference Fatigue Affect Participants of MICE in the With-COVID-19 Era? Focusing on Video Conference Quality, Social Presence Theory, and Flow. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph19084601. [PMID: 35457466 PMCID: PMC9026411 DOI: 10.3390/ijerph19084601] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 03/15/2022] [Revised: 04/05/2022] [Accepted: 04/10/2022] [Indexed: 02/04/2023]
Abstract
Is our mental health at risk due to spending a significant amount of time online due to the COVID-19 pandemic? In the new era that we are living in, where we live a life that coexists with the virus, we are participating in video conferences held online rather than on-site in order to slow the spread of the virus. Video conferencing has become our necessity since March 2020, and is becoming a new standard, especially in the MICE industry. Recently, however, people who have excessively used video conference platforms are complaining of video conference fatigue, which is a new negative emotion such as stress, anxiety, and worry as well as general work fatigue. Therefore, this study focused on the mechanism of video conferencing in MICE, which is rapidly digitally converted by the virus, and the digital psychological factors of the participants. This study derived the quality attributes of video conferencing in MICE and empirically analyzed the relationship with digital psychological factors of the video conference participants, such as video conference fatigue, social presence, and flow. One hundred and thirty-eight valid questionnaires collected from participants of several international academic conferences held in EXCO, Daegu, Korea, from 23 to 28 May 2021, were analyzed. The main results are as follows. First, unlike general video conference fatigue, MICE video conference fatigue was not found to be related to the preceding and following variables. This is due to the characteristics of the MICE video conference and the expertise of the participants. Second, social presence was identified as an important variable in MICE video conferencing. Although media-mediated, the feeling of being present with the presenter and participants was found to affect the participants' flow in the video conference. Third, in this study, the fun factor was identified as the most important video conference quality that can enhance the social presence of the video conference participants of MICEs.
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Yee AZH, Sng JRH. Animal Crossing and COVID-19: A Qualitative Study Examining How Video Games Satisfy Basic Psychological Needs During the Pandemic. Front Psychol 2022; 13:800683. [PMID: 35465561 PMCID: PMC9022176 DOI: 10.3389/fpsyg.2022.800683] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/23/2021] [Accepted: 02/24/2022] [Indexed: 11/16/2022] Open
Abstract
The COVID-19 pandemic has affected the way many people live their lives. The increasing amount of time spent indoors and isolated during periods of lockdown has been accompanied by an increase in the time people spend playing video games. One such game which soared in popularity during the early stages of the pandemic was Animal Crossing: New Horizons. Through semi-structured interviews with players, and using a theory-informed qualitative analysis, we document and examine players’ motivations and experiences playing Animal Crossing: New Horizons during the pandemic. Findings suggest that playing the game helped satisfy various psychological needs—autonomy, relatedness, and competence—as described by Self-Determination Theory. Conversely, players stopped playing the game when they found that their psychological needs were thwarted or better met through other activities. Our findings offer support that video games can offer psychological relief in stressful contexts by providing opportunities for people to satisfy key psychological needs. Theoretical and practical implications are discussed.
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Affiliation(s)
- Andrew Z. H. Yee
- Humanities, Arts, and Social Sciences, Singapore University of Technology and Design, Singapore, Singapore
- *Correspondence: Andrew Z. H. Yee,
| | - Jeremy R. H. Sng
- Wee Kim Wee School of Communication and Information, Nanyang Technological University, Singapore, Singapore
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A Game-Based Learning Approach in Digital Design Course to Enhance Students’ Competency. INFORMATION 2022. [DOI: 10.3390/info13040177] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/04/2023] Open
Abstract
Digital Design is a laboratory course, and the educator must focus on the students’ need to know why they study the theory and mainly on the transition from knowledge-based learning to competency-based learning. This study consists of five surveys that were conducted during 2017–2021. First, we evaluated students’ learning outcomes in order to define possible learning problems. According to the literature, gamification can have a positive impact on students’ motivation and learning outcomes. Therefore, we used ready-made digital games in order to evaluate students’ satisfaction and willingness toward their integration in the educational process. This process was repeated in the next academic year. The feedback we received from the previous surveys has helped us to adapt to the new approaches of teaching due to the current pandemic caused by COVID-19. We proposed an online holistic environment based on Keller’s (1987) ARCS model and Malone’s (1981) motivational model, which was applied in distance learning. Each student participated in a student-centered learning experience. He took an active role and was self-manager of his learning process. He was given the opportunity to develop capabilities and strategies through practice and engagement in higher-order cognitive activities, acquire self-learning skills, learn how to solve problems, and participate in teamwork. This study’s innovation is that students experienced a combination of learning approaches: (a) a virtual lab consisting of simulation-based activities, which allowed students to access new laboratory experiences, (b) a project-based digital game without a processor, which developed their motivation, creativity, and hands-on ability, as opposed to the other relevant studies that use ready-made games, and (c) asynchronous videos as feedback, which ensured the educator’s emotional support and social presence. Finally, this study developed research to evaluate the effectiveness of this online holistic environment and used a questionnaire, which was created based on Keller’s Instructional Materials Motivation Survey tool. The results showed that its integration in distance learning is probable to motivate students to learn and affect positively their attention, relevance, confidence, and satisfaction.
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Pallavicini F, Pepe A, Clerici M, Mantovani F. Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review (Preprint). JMIR Serious Games 2021; 10:e35000. [PMID: 36282554 PMCID: PMC9605086 DOI: 10.2196/35000] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/16/2021] [Revised: 04/18/2022] [Accepted: 08/04/2022] [Indexed: 11/23/2022] Open
Abstract
Background Virtual reality can play an important role during the COVID-19 pandemic in the health care sector. This technology has the potential to supplement the traditional in-hospital medical training and treatment, and may increase access to training and therapies in various health care settings. Objective This systematic review aimed to describe the literature on health care–targeted virtual reality applications during the COVID-19 crisis. Methods We conducted a systematic search of the literature on the PsycINFO, Web of Science, and MEDLINE databases, according to the Preferred Reporting Items for Systematic Reviews and Meta-Analysis guidelines. The search string was as follows: “[(virtual reality)] AND [(COVID-19) OR (coronavirus) OR (SARS-CoV-2) OR (healthcare)].” Papers published in English after December 2019 in peer-reviewed journals were selected and subjected to the inclusion and exclusion criteria. We used the Mixed Methods Appraisal Tool to assess the quality of studies and the risk of bias. Results Thirty-nine studies met the inclusion criteria. Seventeen studies showed the usefulness of virtual reality during the COVID-19 crisis for reducing stress, anxiety, depression, and pain, and promoting physical activity. Twenty-two studies revealed that virtual reality was a helpful learning and training tool during the COVID-19 crisis in several areas, including emergency medicine, nursing, and pediatrics. This technology was also used as an educational tool for increasing public understanding of the COVID-19 pandemic. Different levels of immersion (ie, immersive and desktop virtual reality), types of head-mounted displays (ie, PC-based, mobile, and standalone), and content (ie, 360° videos and photos, virtual environments, virtual reality video games, and embodied virtual agents) have been successfully used. Virtual reality was helpful in both face-to-face and remote trials. Conclusions Virtual reality has been applied frequently in medicine during the COVID-19 pandemic, with positive effects for treating several health conditions and for medical education and training. Some barriers need to be overcome for the broader adoption of virtual reality in the health care panorama. Trial Registration International Platform of Registered Systematic Review and Meta-analysis Protocols (INPLASY) INPLASY202190108; https://inplasy.com/inplasy-2021-9-0108/
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Affiliation(s)
- Federica Pallavicini
- Department of Human Sciences for Education, Università degli Studi di Milano-Bicocca, Milano, Italy
- Gamers VR Lab, Università degli Studi di Milano-Bicocca, Milano, Italy
| | - Alessandro Pepe
- Department of Human Sciences for Education, Università degli Studi di Milano-Bicocca, Milano, Italy
- Gamers VR Lab, Università degli Studi di Milano-Bicocca, Milano, Italy
| | - Massimo Clerici
- Department of Medicine and Surgery, Università degli Studi di Milano-Bicocca, Monza, Italy
| | - Fabrizia Mantovani
- Department of Human Sciences for Education, Università degli Studi di Milano-Bicocca, Milano, Italy
- Gamers VR Lab, Università degli Studi di Milano-Bicocca, Milano, Italy
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