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化身中介沟通与社会认同

Avatar-Mediated Communication and Social Identification

Journal of Management Information Systems · 2023
被引 56 · 同刊同年前 6%
人大 AFT50ABS 4

中文导读

研究了化身中介沟通中用户与化身认同、化身间认同及社会临场感如何影响用户对社群的社会认同,进而增强忠诚度,对游戏和元界设计有指导意义。

Abstract

Avatar-mediated communication (AMC), commonly used in online environments such as games and the emerging metaverse, is different from traditional computer-mediated communication in that it is a human-object-object-human relationship mediated by the individual’s avatar and the avatar of the person with whom they are communicating. We conceptualize AMC by using three key concepts: user-avatar identification (i.e., how a user perceives their avatar as themselves), avatar-avatar identification (i.e., how a user perceives their avatar as part of a community of avatars), and social presence (i.e., how a user perceives the other avatar as a representation of the other person). We tested this model using 778 individuals who responded to three waves of data collection. The results show that the three factors of AMC influence users’ social identification with their community and strengthen its impact on loyalty. From a theoretical perspective, our research adds two novel constructs—user–avatar identification and avatar–avatar identification—that play key roles in AMC in addition to the well-known effects of social presence. From a practical perspective, our research helps developers better design online games and virtual worlds such as the metaverse.

化身中介沟通社会认同虚拟现实人机交互元界