Parasocial Interaction with an Avatar in Second Life: A Typology of the Self and an Empirical Test of the Mediating Role of Social Presence

Presence Pub Date : 2010-08-01 DOI:10.1162/PRES_a_00001
Seung-A Annie Jin
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引用次数: 48

Abstract

3D virtual environments (VEs) can induce parasocial interaction (PSI) and strong feelings of social presence through interactive communication among avatars. Throughout this research, PSI was operationally defined as the extent of VE users' interpersonal involvement with other avatars and perception of themselves as interacting with the other virtual actors in the environment. Self-construal refers to an individual's view of self. Self-construals play an important role in shaping PSI in interactive media environments. After proposing a typology of the self, the experiment in this study empirically examined the influence of users' interdependent self-construals on their feelings of social presence and PSI with a recommendation avatar in avatar-based communication within the 3D VE of Second Life (SL). The results revealed that people with high interdependent self-construals experience closer PSI with a recommendation avatar and feel stronger social presence in SL than people with low interdependent self-construals. A path analysis also demonstrated that social presence mediates the effects of users' self-construals on their PSI with a recommendation avatar in VEs.
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第二人生中与化身的反社会互动:自我类型学和社会存在中介作用的实证检验
3D虚拟环境(VE)可以通过化身之间的互动交流来诱导准社会互动(PSI)和强烈的社会存在感。在整个研究过程中,PSI在操作上被定义为VE用户与其他化身的人际关系参与程度,以及对自己与环境中其他虚拟角色互动的感知。自我建构是指个人对自我的看法。在互动媒体环境中,自我建构在塑造PSI方面发挥着重要作用。在提出自我类型后,本研究中的实验实证检验了用户相互依存的自我建构对他们的社交存在感和PSI的影响,并在第二人生的3D VE(SL)中使用推荐化身进行基于化身的交流。结果表明,与低相互依存自我构念的人相比,高相互依存自我建构的人在推荐化身中体验到更紧密的PSI,并在SL中感受到更强的社会存在感。路径分析还表明,社交存在通过VEs中的推荐化身来中介用户的自我建构对其PSI的影响。
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