Exploring enigmas: Information seeking after exposure to virtual reality awe elicitors

IF 2.8 2区 管理学 Q2 COMPUTER SCIENCE, INFORMATION SYSTEMS Journal of the Association for Information Science and Technology Pub Date : 2024-03-08 DOI:10.1002/asi.24882
Alex Urban, Jenny Simpson Bossaller
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Abstract

Because of awe's properties as a knowledge emotion, awe elicitors can increase awareness of knowledge gaps, boost scientific interest, and promote inquiry. However, the relationship between awe and exploratory behavior, such as information seeking, remains unclear. Using a multi-method approach, this study asked how and to what extent awe fosters information seeking. This question was examined through a two-pronged approach. First, in a laboratory setting, participants (n = 32) were exposed to a variety of awe elicitors through a virtual reality (VR) head-mounted display. Participants' quantitative and qualitative responses were gathered immediately after exposure in the laboratory as well as 24 h later through questionnaires. Second, after establishing a stratified sample of participants who voluntarily conducted information seeking (n = 8), the study shifted to phenomenologically-informed interviews. This study found that exposure to specific VR scenes piqued participants' curiosity, especially toward representations of phenomena with unknown or unexplained origins. However, self-motivated exploration only occurred in limited circumstances, particularly toward awe elicitors tinged with supernatural causality. In sum, this study introduces a new research direction within information science, illustrates how understudied awe elicitors pique curiosity, and provides a nuanced, qualitative report on the phenomenon of technology-induced awe.

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探索谜团:接触虚拟现实威慑诱因后的信息搜索
由于敬畏具有知识情感的特性,敬畏激发者可以提高对知识差距的认识,增强科学兴趣,促进探究。然而,敬畏与探索行为(如寻求信息)之间的关系仍不清楚。本研究采用多种方法,探讨了敬畏如何以及在多大程度上促进了信息搜寻。这个问题是通过双管齐下的方法来研究的。首先,在实验室环境中,参与者(n = 32)通过虚拟现实(VR)头戴式显示器接触到各种激发敬畏感的因素。在实验室接触后立即收集参与者的定量和定性反应,并在 24 小时后通过问卷调查收集这些反应。其次,在对自愿进行信息搜索的参与者(n = 8)进行分层抽样后,研究转向了现象学意义上的访谈。本研究发现,接触特定的 VR 场景会激发参与者的好奇心,尤其是对未知或来源不明的现象的表征。然而,只有在有限的情况下,参与者才会进行自我激励的探索,尤其是对带有超自然因果关系的敬畏者。总之,这项研究为信息科学引入了一个新的研究方向,说明了未被充分研究的敬畏感激发因素是如何激起好奇心的,并就技术引发的敬畏现象提供了一份细致入微的定性报告。
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来源期刊
CiteScore
8.30
自引率
8.60%
发文量
115
期刊介绍: The Journal of the Association for Information Science and Technology (JASIST) is a leading international forum for peer-reviewed research in information science. For more than half a century, JASIST has provided intellectual leadership by publishing original research that focuses on the production, discovery, recording, storage, representation, retrieval, presentation, manipulation, dissemination, use, and evaluation of information and on the tools and techniques associated with these processes. The Journal welcomes rigorous work of an empirical, experimental, ethnographic, conceptual, historical, socio-technical, policy-analytic, or critical-theoretical nature. JASIST also commissions in-depth review articles (“Advances in Information Science”) and reviews of print and other media.
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