The theory of immersive collaborative learning (TICOL)

G Makransky, GB Petersen - Educational Psychology Review, 2023 - Springer
The need to virtually collaborate across distributed locations has drastically increased.
Developments such as the COVID-19 pandemic and new IT platforms like the metaverse …

Social interaction with agents and avatars in immersive virtual environments: A survey

C Kyrlitsias, D Michael-Grigoriou - Frontiers in Virtual Reality, 2022 - frontiersin.org
Immersive virtual reality technologies are used in a wide range of fields such as training,
education, health, and research. Many of these applications include virtual humans that are …

The Metaverse: A new digital frontier for consumer behavior

R Hadi, S Melumad, ES Park - Journal of Consumer Psychology, 2024 - Wiley Online Library
This work offers a multidisciplinary perspective on the Metaverse, focusing on its potential
implications for consumer behavior. We begin by proposing a conceptualization of the …

People, places, and time: a large-scale, longitudinal study of transformed avatars and environmental context in group interaction in the metaverse

E Han, MR Miller, C DeVeaux, H Jun… - Journal of Computer …, 2023 - academic.oup.com
As the metaverse expands, understanding how people use virtual reality to learn and
connect is increasingly important. We used the Transformed Social Interaction paradigm to …

Social Cognitive Theory to Assess the Intention to participate in the Facebook Metaverse by citizens in Peru during the COVID-19 pandemic

A Alvarez-Risco, S Del-Aguila-Arcentales… - Journal of Open …, 2022 - mdpi.com
The current study aims to validate and apply an instrument to assess the relationship
between institutional support, technological literacy, and self-efficacy on the intention to …

Facial appearance dissatisfaction explains differences in zoom fatigue

R Ratan, DB Miller, JN Bailenson - Cyberpsychology, Behavior, and …, 2022 - liebertpub.com
Viewing self-video during videoconferences potentially causes negative self-focused
attention that contributes to virtual meeting (VM) or “Zoom” fatigue. The present research …

[HTML][HTML] Learning with simulated virtual classmates: Effects of social-related configurations on students' visual attention and learning experiences in an immersive …

L Hasenbein, P Stark, U Trautwein… - Computers in Human …, 2022 - Elsevier
Immersive virtual reality (IVR) provides great potential to experimentally investigate effects of
peers on student learning in class and to strategically deploy virtual peer learners to improve …

Horton and Wohl revisited: Exploring viewers' experience of parasocial interaction

T Hartmann, C Goldhoorn - Journal of communication, 2011 - academic.oup.com
Linking back to, the present approach conceptualizes and empirically examines viewers'
parasocial interaction experience with a TV performer. Causes and outcomes of parasocial …

[HTML][HTML] “I am the character, the character is me”: A thematic analysis of the user-avatar relationship in videogames

K Szolin, DJ Kuss, FM Nuyens, MD Griffiths - Computers in Human …, 2023 - Elsevier
Far from merely being a tool to navigate a virtual world, individuals can often develop strong
and complex relationships with their videogame characters. The present study examined the …

[图书][B] The social psychology of aggression

B Krahé - 2020 - taylorfrancis.com
Thoroughly revised and updated, this third edition offers a comprehensive and up-to-date
overview of the social psychology of aggression, covering all the relevant major theories …