检索规则说明:AND代表“并且”;OR代表“或者”;NOT代表“不包含”;(注意必须大写,运算符两边需空一格)
检 索 范 例 :范例一: (K=图书馆学 OR K=情报学) AND A=范并思 范例二:J=计算机应用与软件 AND (U=C++ OR U=Basic) NOT M=Visual
作 者:卞玉龙[1] 韩磊[1] 周超[2] 陈英敏[1] 高峰强[1]
机构地区:[1]山东师范大学心理学院,济南250014 [2]辽宁师范大学心理学院,大连116029
出 处:《心理学报》2015年第3期363-374,共12页Acta Psychologica Sinica
基 金:国家社会科学基金项目(13BSH061);教育部人文社科项目(12YJC190009);2013年度山东科技发展计划项目(2013GSF11802);山东省优秀中青年科学家基金项目(BS2012DX040)资助
摘 要:化身是虚拟世界中的一种重要的自我呈现方式,化身特点会在有意无意间影响用户的认知、态度和行为,即普罗透斯效应(Proteus effect)。本研究通过3个实验,采纳一种新的研究方法——"虚拟情境模拟",对普罗透斯效应进行了较为深入的探讨,不仅系统考察了虚拟社交情境中化身的效应,而且着重考察了社交情境这一情境因素与羞怯这一人格因素的潜在影响。研究结果最终表明:(1)普罗透斯效应受到情境因素(社交情境)和个体变量(羞怯水平)的影响。(2)社交情境调节了化身的效应,进入社交情境中化身主效应显著,而在维持社交情境中主效应不显著。(3)在维持社交情境中,普罗透斯效应受羞怯水平的调节。低羞怯个体的社交表现水平比高羞怯个体更易受化身影响。(4)高低羞怯个体之间的差异产生于认知层面。With the rapid development of the virtual world, Collaborative Virtual Environments (CVEs) allow geographically separated individuals to interact via networking technology, which has become an important mode of interaction. Human interaction in the virtual world is different from face-to-face (FtF) interactions. For people to participate in virtual interactions, they have to rely on the help of virtual self-presentation. Avatars are one main kind of self-presentation in virtual environments with people participating in virtual social interaction via virtual avatars. Avatars can affect people’s perceptions, attitudes, and behaviors consciously or unconsciously on avatar-based online social interaction, which is known as the Proteus effect. The study included three experiments. The participants in the research were “high-shy” undergraduates and “low-shy” undergraduates. The College Students Shyness Scale was used to classify participants into “high” and “low” groups. The study created a new paradigm of “virtual scenario simulation” to further understand the Proteus effect and investigate the impact of avatars on social behavior in different social interaction contexts. The first experiment investigated the impact of avatars on the level of social participation in participating- social-interaction contexts. The experiment involved a 2 Attractiveness of the avatar (high/low) × 2 Level of shyness (high/low) two-factor between-subject design. Participants were randomly assigned to have an avatar with an attractive or unattractive appearance of his or her own gender. The second experiment extended the work beyond participating-interaction context to maintaining-interaction context. We also employed a two-factor between-subject design, 2 Attractiveness of avatar (high/low) × 2 Level of shyness (high/low) for this experiment. The third experiment involved one more two-factor between-subject design, 2 Value of avatar (negative /positive) × 2 Level of
分 类 号:B849[哲学宗教—应用心理学] C91[哲学宗教—心理学]
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在链接到云南高校图书馆文献保障联盟下载...
云南高校图书馆联盟文献共享服务平台 版权所有©
您的IP:216.73.216.15