Article ID | Journal | Published Year | Pages | File Type |
---|---|---|---|---|
10312554 | Computers in Human Behavior | 2015 | 4 Pages |
Abstract
A behavioral observation methodology was employed in this study to examine how social behavior unfolds within a virtual environment and to identify what might perpetuate this behavior. Partial interval recording sampling was used to code social interactions (Socio-Spatial Interactivity and Social Presence) that occurred between experienced World of Warcraft players during their game play. Given the bidirectional nature of social interactions, Socio-Spatial Interactivity and Social Presence variables (Affective Association, Community Cohesion, Interaction Intensity, and Knowledge & Experience) were employed as both dependent and independent variables in two separate sets of regression analyses. Findings suggest that a positive feedback loop exists between Socio-Spatial Interactivity and Social Presence. Based on these findings, the researchers discuss implications for designers and end-users of virtual environments.
Keywords
Related Topics
Physical Sciences and Engineering
Computer Science
Computer Science Applications
Authors
Michael P. McCreery, David B. Vallett, Cynthia Clark,