To Be or Not Be Human-Like in Virtual World
Autor: | Valérie Fointiat, Laura Barbier |
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Přispěvatelé: | Psychologie Ergonomique et Sociale pour l'Expérience utilisateurs (PErSEUs), Université de Lorraine (UL), Laboratoire de Psychologie Sociale (LPS), Aix Marseille Université (AMU) |
Rok vydání: | 2020 |
Předmět: |
behavioral influence
virtual world Point (typography) Computer science Virtual world anthropomorphism Control (management) ComputingMilieux_PERSONALCOMPUTING avatar [SHS.PSY]Humanities and Social Sciences/Psychology 020207 software engineering 02 engineering and technology foot-in-the-door lcsh:QA75.5-76.95 Social relation [SHS]Humanities and Social Sciences Human–computer interaction 0202 electrical engineering electronic engineering information engineering 020201 artificial intelligence & image processing lcsh:Electronic computers. Computer science ComputingMilieux_MISCELLANEOUS Foot-in-the-door technique Avatar |
Zdroj: | Frontiers in Computer Science Frontiers in Computer Science, Lausanne: Frontiers Media SA, 2020, 2, ⟨10.3389/fcomp.2020.00015⟩ Frontiers in Computer Science, Vol 2 (2020) Frontiers in Computer Science, 2020, 2, ⟨10.3389/fcomp.2020.00015⟩ |
ISSN: | 2624-9898 |
DOI: | 10.3389/fcomp.2020.00015 |
Popis: | International audience; The main objective is a double one. First and foremost, it is a question of showing that foot-in-the-door as a proven behavioral influence technique in offline interactions maintains its efficiency in online interactions. It is then a question of exploring the impact of the anthropomorphism vs. the non-anthropomorphism of the requester avatar on the efficiency of this technique. Foot-in-the-door is based on a simple principle: you start by asking for a little in a first step to increase the probability of obtaining a lot in a second step. The research was conducted in the Second Life virtual world. In a control condition (n = 200), a requester avatar directly proposed the target request. In a foot-in-the-door condition (n = 200), the requester avatar started by presenting a preparatory request before proposing the target request. According to the conditions, the requester avatar was human-like (female or male), or non-human-like (flower, balloon, cube). As expected, our results show that overall the foot-in-the door-technique remains efficient in the virtual world; they also show that this efficiency depends on the human-like form of the requester.avatar. This last result is interpreted as a reference to the theory of social presence.Non-human-like avatars could generate a weak social presence, to the point where themechanisms of self-perception and commitment underlying the foot-in-the-door effectmay not be automatically initiated. Player avatars would in this way be freed from therules of social interaction occurring in offline interactions |
Databáze: | OpenAIRE |
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