元宇宙工作场所中 "阿凡达 "的价值:评估化身定制价值的预测因素

IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Computers in Human Behavior Pub Date : 2024-05-20 DOI:10.1016/j.chb.2024.108309
Chaeyun Lim , Rabindra Ratan , Maxwell Foxman , Dar Meshi , Hanjie Liu , Gabriel E. Hales , Yiming Skylar Lei
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引用次数: 0

摘要

数十年来,人们一直在研究三维资产虚拟经济,通常是在娱乐背景下进行的,但将元宇宙作为工作场所平台的概念直到最近才开始深入人心。本研究弥补了我们对元海外工作场所印象管理能力的增强如何与员工福利和公平相关的认识上的空白。我们探讨了人口统计学和以往的虚拟会议(VM)经历如何与人们对元海外自我展示的评价相关联,这反映在人们是否愿意为工作环境中的化身定制付费。来自普通成年人(n = 553)的调查结果表明,虚拟会议疲劳度、游戏玩家购买虚拟物品的倾向以及人口统计学特征都会影响人们对在元虚拟工作环境中定制化身的评价。有色人种和女性表现出更高的在元海外工作场所购买定制化身的意愿。这些结果支持了这样的推理,即元海外工作场所对印象管理的需求很可能会推动化身定制,而游戏玩家很可能是非游戏元海外付费化身定制选项的早期采用者。本研究有助于人们了解头像定制对于自我展示策略的作用,以满足未来元海外工作场所的规范。我们从公平的以虚拟形象为媒介的工作场所的角度,讨论了虚拟形象疲劳和自我展示问题的影响。
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An Avatar's worth in the metaverse workplace: Assessing predictors of avatar customization valuation

Virtual economies with 3D assets have been studied for decades, often in the context of entertainment, but the concept of the metaverse as a workplace platform has only recently begun to take hold. This research addresses a gap in our understanding of how the enhanced ability for impression management in the metaverse workplace may relate to worker well-being and equity. We explore how demographics and previous virtual meeting (VM) experiences relate to people's valuation of self-presentation in the metaverse, reflected by willingness to pay for avatar customizations in a work context. Survey responses from a general population of adults (n = 553) suggest that the valuation of avatar customization in the metaverse workplace was predicted by VM fatigue, gamers' propensity to purchase virtual items, and demographics. People of color and women exhibited higher intentions to purchase avatar customization in the metaverse workplace. These results support the reasoning that the demand for impression management in the metaverse workplace will likely motivate avatar customization, and that gamers are likely to be the early adopters of paid avatar customization options in the non-game metaverse. This study contributes to an understanding of the role avatar customization has for a self-presentation strategy to meet norms in the future metaverse workplace. We discuss implications of VM fatigue and self-presentation concerns from the perspective of an equitable avatar-mediated workplace.

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来源期刊
CiteScore
19.10
自引率
4.00%
发文量
381
审稿时长
40 days
期刊介绍: Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.
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