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A theoretical model of social influence for increasing the utility of collaborative virtual environments

Published: 30 September 2002 Publication History

Abstract

In this paper, a theoretical model is proposed to account for the incorporation of critical social influence effects appropriate to the design and implementation of collaborative virtual environments. The proposed social influence threshold model provides a framework for both substantive basic and applied research, as well as a way of determining functional specifications for implementing behavioral realism within collaborative virtual environments and testing the social interactive functionality of them.

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Blascovich, J. Social influence within immersive virtual environments. In R. Schroeder (Ed.) The social life of avatars. Springer, London, 127--145.]]
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Blascovich, J., Loomis, J., Beall, A. C., Swinth, K., Hoyt, C. and Bailenson, J. Immersive virtual environment technology as a research tool for social psychology, (in press).]]
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  • (2024)Can Multi-Sensory Affordance Mitigate the Shortcomings of Metaverse offerings?Journal of Marketing Theory and Practice10.1080/10696679.2024.2404422(1-33)Online publication date: 26-Sep-2024
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cover image ACM Conferences
CVE '02: Proceedings of the 4th international conference on Collaborative virtual environments
September 2002
170 pages
ISBN:1581134894
DOI:10.1145/571878
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 30 September 2002

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Author Tags

  1. agency
  2. behavioral realism
  3. self-relevance
  4. social influence

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CVE02: Collaborative Virtual Environments
September 30 - October 2, 2002
Bonn, Germany

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Cited By

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  • (2024)Decoupling the role of verbal and non-verbal audience behavior on public speaking anxiety in virtual reality using behavioral and psychological measuresFrontiers in Virtual Reality10.3389/frvir.2024.13471025Online publication date: 19-Mar-2024
  • (2024)Collaborative Learning in the Edu-Metaverse Era: An Empirical Study on the Enabling TechnologiesIEEE Transactions on Learning Technologies10.1109/TLT.2024.335274317(1107-1119)Online publication date: 1-Jan-2024
  • (2024)Can Multi-Sensory Affordance Mitigate the Shortcomings of Metaverse offerings?Journal of Marketing Theory and Practice10.1080/10696679.2024.2404422(1-33)Online publication date: 26-Sep-2024
  • (2023)A systematic review on the metaverse-based blended English learningFrontiers in Psychology10.3389/fpsyg.2022.108750813Online publication date: 6-Jan-2023
  • (2023)Cognitive Impact of Social Virtual Reality: Audience and Mere Presence Effect of Virtual CompanionsHuman Behavior and Emerging Technologies10.1155/2023/66777892023(1-19)Online publication date: 24-Nov-2023
  • (2023)VR Almost There: Simulating Co-located Multiplayer Experiences in Social Virtual RealityProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581230(1-19)Online publication date: 19-Apr-2023
  • (2023)Speech production under uncertainty: how do job applicants experience and communicate with an AI interviewer?Journal of Computer-Mediated Communication10.1093/jcmc/zmad02828:4Online publication date: 29-Jun-2023
  • (2023)A Virtual Character’s Agency Affects Social Responses in Immersive Virtual Reality: A Systematic Review and Meta-AnalysisInternational Journal of Human–Computer Interaction10.1080/10447318.2023.220997940:16(4167-4182)Online publication date: 17-May-2023
  • (2023)The avatar face-off: a face(less) avatar facilitates adults’ reports of personal eventsBehaviour & Information Technology10.1080/0144929X.2023.218724243:4(800-810)Online publication date: 7-Mar-2023
  • (2023)Customizing virtual interpersonal skills training applications may not improve trainee performanceScientific Reports10.1038/s41598-022-27154-213:1Online publication date: 3-Jan-2023
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