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Cognitive Process
Group Dynamic
Human Interaction
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Social organization in virtual settings depends on proximity to human visual aspect
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Social organization in virtual settings depends on proximity to human visual aspect
(
Citations: 2
)
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Catherine L. Lortie
,
Matthieu J. Guitton
Virtual environments are inherently social spaces, in which humans interact through avatars. However, the parameters which favor inter-individual social structuring in those settings are still far to be understood. Particularly, the putative influence of anthropomorphic similarity of visual aspect on
social organization
of avatars is a key issue to understand the cognitive processes used to form social interactions in virtual worlds. Using the highly popular massively multiplayer online role-playing game
World of Warcraft
as a model of socially-active virtual setting, we analyzed the
social behavior
of 11,649 avatars as a function of their visual aspect. Our results show that social structuring in virtual settings depends on proximity to human visual aspect.
Social groups
formed by human-like avatars display more homogeneity than what the optimal use of the interface would predict, while this effect is not observed for
social groups
formed by non-human avatars. Thus, immersion in virtual environments depends more on visually-triggered social dynamics (role-play) than on optimal use of the interface (game-play). Furthermore, social aspect may override the immediate reward of interface optimization, thus representing a major factor of immersion in virtual environments.
Journal:
Computers in Human Behavior - COMPUT HUM BEHAV
, vol. 27, no. 3, pp. 1258-1261, 2011
DOI:
10.1016/j.chb.2011.01.006
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,
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Published in 2008.
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Citations
(2)
A Personal Transceiver Baseband LSI using Switched Capacitor Circuit Techniques
(
Citations: 1
)
Kenji Nakayama
,
Susumu Uriya
,
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,
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Journal:
Computers in Human Behavior - COMPUT HUM BEHAV
, 1984
Improved Scheduling Algorithms for SS/TDMA Systems
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Conference:
MILCOM, Military Communications Conference - MILCOM
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