元宇宙的甜蜜逃离:探索逃避现实、焦虑和虚拟场所依恋

IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Computers in Human Behavior Pub Date : 2023-10-17 DOI:10.1016/j.chb.2023.107998
Debajyoti Pal , Chonlameth Arpnikanondt
{"title":"元宇宙的甜蜜逃离:探索逃避现实、焦虑和虚拟场所依恋","authors":"Debajyoti Pal ,&nbsp;Chonlameth Arpnikanondt","doi":"10.1016/j.chb.2023.107998","DOIUrl":null,"url":null,"abstract":"<div><p>The metaverse is an emerging area of research and has a lot of potential in providing individuals with an alternate place of inhabitation. The importance of metaverse escapism although has been discussed in current literatures, but what can be its drivers and consequences is unclear. From a theoretical perspective, escapism can be modelled in two way: cause-based (positivist) and effect-based (negativist). In this work we propose a positivist approach by theorizing how different types of real-life problems (autonomy, competence, and relatedness) will drive metaverse escapism, fostering attachment with this virtual place. We collect 585 responses from users of VR-based metaverse applications like Horizon World, VR Chat, etc. The results are analysed using Partial Least Squares based Structural Equation Modelling (PLS-SEM) technique. We found that only autonomy and competence problems lead to metaverse escapism, and further to virtual place attachment. Metaverse escapism acts like a full mediator in the link between real-world problems and virtual place attachment. Likewise, anxiety positively moderates the relationship between competence problem and escapism, but negatively moderates the relationship between autonomy problem and escapism. Our work contributes to the metaverse literatures by identifying those who are likely to engage in metaverse escapism. Our model explains 60.4% of the variance in virtual place attachment, indicating the practical significance of identifying the correct targets and fostering their attachment with this virtual world.</p></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"150 ","pages":"Article 107998"},"PeriodicalIF":9.0000,"publicationDate":"2023-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"The sweet escape to metaverse: Exploring escapism, anxiety, and virtual place attachment\",\"authors\":\"Debajyoti Pal ,&nbsp;Chonlameth Arpnikanondt\",\"doi\":\"10.1016/j.chb.2023.107998\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>The metaverse is an emerging area of research and has a lot of potential in providing individuals with an alternate place of inhabitation. The importance of metaverse escapism although has been discussed in current literatures, but what can be its drivers and consequences is unclear. From a theoretical perspective, escapism can be modelled in two way: cause-based (positivist) and effect-based (negativist). In this work we propose a positivist approach by theorizing how different types of real-life problems (autonomy, competence, and relatedness) will drive metaverse escapism, fostering attachment with this virtual place. We collect 585 responses from users of VR-based metaverse applications like Horizon World, VR Chat, etc. The results are analysed using Partial Least Squares based Structural Equation Modelling (PLS-SEM) technique. We found that only autonomy and competence problems lead to metaverse escapism, and further to virtual place attachment. Metaverse escapism acts like a full mediator in the link between real-world problems and virtual place attachment. Likewise, anxiety positively moderates the relationship between competence problem and escapism, but negatively moderates the relationship between autonomy problem and escapism. Our work contributes to the metaverse literatures by identifying those who are likely to engage in metaverse escapism. Our model explains 60.4% of the variance in virtual place attachment, indicating the practical significance of identifying the correct targets and fostering their attachment with this virtual world.</p></div>\",\"PeriodicalId\":48471,\"journal\":{\"name\":\"Computers in Human Behavior\",\"volume\":\"150 \",\"pages\":\"Article 107998\"},\"PeriodicalIF\":9.0000,\"publicationDate\":\"2023-10-17\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Computers in Human Behavior\",\"FirstCategoryId\":\"102\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S0747563223003497\",\"RegionNum\":1,\"RegionCategory\":\"心理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"PSYCHOLOGY, EXPERIMENTAL\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computers in Human Behavior","FirstCategoryId":"102","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0747563223003497","RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"PSYCHOLOGY, EXPERIMENTAL","Score":null,"Total":0}
引用次数: 0

摘要

元宇宙是一个新兴的研究领域,在为个人提供另一个居住场所方面有很大的潜力。元宇宙逃避现实的重要性虽然在当前的文献中已经讨论过,但其驱动因素和后果尚不清楚。从理论角度来看,逃避现实可以用两种方式来建模:基于原因的(实证主义)和基于效果的(否定主义)。在这项工作中,我们提出了一种实证主义的方法,通过理论化不同类型的现实生活问题(自主性、能力和关联性)将如何推动元宇宙逃避现实,培养对这个虚拟场所的依恋。我们收集了585个来自基于VR的元宇宙应用程序(如地平线世界、VR聊天等)用户的回复。使用基于偏最小二乘的结构方程建模(PLS-SEM)技术对结果进行了分析。我们发现,只有自主性和能力问题才会导致元宇宙逃避现实,并进一步导致虚拟场所依恋。元宇宙逃避现实主义就像是现实世界问题和虚拟场所依恋之间的一个完整中介。同样,焦虑正向调节能力问题与逃避现实之间的关系,但负向调节自主问题与逃避实践之间的关系。我们的工作通过识别那些可能参与元宇宙逃避现实的人,为元宇宙文学做出了贡献。我们的模型解释了60.4%的虚拟场所依恋差异,表明了识别正确目标并培养他们对这个虚拟世界的依恋的实际意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
The sweet escape to metaverse: Exploring escapism, anxiety, and virtual place attachment

The metaverse is an emerging area of research and has a lot of potential in providing individuals with an alternate place of inhabitation. The importance of metaverse escapism although has been discussed in current literatures, but what can be its drivers and consequences is unclear. From a theoretical perspective, escapism can be modelled in two way: cause-based (positivist) and effect-based (negativist). In this work we propose a positivist approach by theorizing how different types of real-life problems (autonomy, competence, and relatedness) will drive metaverse escapism, fostering attachment with this virtual place. We collect 585 responses from users of VR-based metaverse applications like Horizon World, VR Chat, etc. The results are analysed using Partial Least Squares based Structural Equation Modelling (PLS-SEM) technique. We found that only autonomy and competence problems lead to metaverse escapism, and further to virtual place attachment. Metaverse escapism acts like a full mediator in the link between real-world problems and virtual place attachment. Likewise, anxiety positively moderates the relationship between competence problem and escapism, but negatively moderates the relationship between autonomy problem and escapism. Our work contributes to the metaverse literatures by identifying those who are likely to engage in metaverse escapism. Our model explains 60.4% of the variance in virtual place attachment, indicating the practical significance of identifying the correct targets and fostering their attachment with this virtual world.

求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
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.
期刊最新文献
What makes an app authentic? Determining antecedents of perceived authenticity in an AI-powered service app The effects of self-explanation on game-based learning: Evidence from eye-tracking analyses Avatars at risk: Exploring public response to sexual violence in immersive digital spaces Perception of non-binary social media users towards authentic non-binary social media influencers Editorial Board
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1