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A survey study (N = 223) of participants in the social virtual world, Second Life, examined the relationship between Big Five personality factors, experiences in the virtual world and reports of changes to real life resulting from the virtual world experiences. Hypotheses about direct and indirect effects of personality on real life changes were te...
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... = 1; and, Very Likely = 2. The results of ANOVAs showed that each set of behavioral cues, with the exception of Agreeableness, was rated as being significantly most likely to provoke the behav- ioral response corresponding to the expected personality trait (see Table 2 for the means). The description related to Agreeableness (described as Imagine a community where friendliness, interest in other people and helpfulness are highly valued, and where there are strong sanctions against selfishness, rudeness and unfriendliness) was rated as most likely to provoke behaviors related to Conscien- tiousness. ...
Context 2
... fact, emotional Table 3 Bivariate correlations, sample means and standard deviations. Variables 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 involvement was the single strongest predictor in the entire model of real life changes. To be sure, emotional involvement and absorp- tion are closely related, but absorption may have a less central role because of its shorter term effects. ...
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Citations
... Charitable crowdfunding campaigns can help build a virtual community of users during implementation, while also increasing the feedback of positive messages. Specifically, experiences in virtual environments influence offline attitudes, perceptions and behaviors (McLeod et al., 2014). Charitable crowdfunding can build brand communities on social media and provide users with positive online experiences to help build their PR regarding dealing with FoMO. ...
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... When individuals are in a place and experience negative affect, they are less willing to develop positive behaviors toward that place (Schwarz, 2012). This can be extrapolated from virtual to real environments: the emotions evoked in a virtual experience can persist beyond the virtual setting and lead users to change their behaviors in offline settings (McLeod et al., 2014). Thus, if users experience negative feelings when they attend cultural events in the metaverse, this negative state can transfer to, and influence, real-world behaviors. ...
The virtualization of cultural events in the metaverse creates opportunities to generate valuable and innovative experiences that replicate and extend in-person events; but the process faces associated challenges. In the absence of relevant empirical studies, the aim of this article is to analyze the positive and negative aspects of the user experience in a cultural event held in the metaverse. A mixed-methods approach is employed to test the proposed hypotheses. The results from three focus groups demonstrated the difficulty that users face in focusing their attention on the main elements of the metaverse, and the inability of this virtual sphere to convey the authenticity of a cultural event. Based on these findings, a metaverse-focused quantitative study was conducted to examine whether perceived gamification mitigate the negative effects of users failing to pay attention in their metaverse experiences. When users increased their attention levels, their ability to imagine the real experience and their perceptions of the authenticity of the cultural event increased, which produced positive behavioral intentions. This is one of the first studies to empirically analyze the tourist experience in the metaverse; managers and policymakers can benefit from the results to hold valuable virtual cultural events.
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... The second significant predictor of AAS was extraversion (H3). This result is in line with the results obtained by Dunn andGuadagno (2012), McLeod, Liu, andAxline (2014) and Messinger et al. (2008), who found that extroverts create avatars more similar to themselves than introverts do. Researchers from these three teams indicate that extraversion is a desirable trait, therefore both extroverts and introverts create extrovert avatars: the former's are similar to their creators, and the latter's are not. ...
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... It is for this reason that there needs to be more understanding of the online world and its juxtaposition with the real world (Rauschnabel, Felix, & Hinsch, 2019). More literature is also needed to explore online social identity its emotional impact on users (Bagozzi, Dholakia, & Pearo, 2007;McLeod, Liu, and Axline, 2014). ...
Current research on Football Twitter revolves around fans’ online relationships with their favourite teams, journalists, and footballers. Similarly, current literature considers Football Twitter as a community where people can meet other fans. As the years progress, discourse about football is rapidly shifting to online spaces such as Twitter, moving away from traditional media such as newspapers. Though this is the case, many women have begun to find a home online due to the male hostility they receive for being football fans. Many women saw Twitter as a way of discussing social issues about the football world and making friendships. Through defining their online identities, the women could reflect on their social media presence and what football signified for them when they used Twitter.
... Smartphone Use (McLeod et al., 2014) 1) Over the time I have used a Smartphone, my ways of using it have become more diverse and less limited. ...
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... Smartphone Use (McLeod et al., 2014) 1) Over the time I have used a Smartphone, my ways of using it have become more diverse and less limited. ...
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... They also found that changes made to avatars were in-line with what would be considered an optimized westernized image of the character. McLeod et al. (2014) looked at how an avatar and the personification of one could change someone's own personality outside of the game. They found that when the environment in game involved extensive avatar immersion and involvement that went beyond the game itself-game; that this absorption and identification was the main mediator in how they were affected. ...
Gender in massively multiplayer online role-playing games, MMORPGs, is a common topic of discussion since it affects many aspects of gameplay both negatively and positively. This study looks further into this by taking congruency of avatar gender and assessing its relationship with motivation to play MMORPGs.