2009
DOI: 10.1089/cpb.2009.0192
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Emotional Response to Virtual Reality Exposure across Different Cultures: The Role of the Attribution Process

Abstract: Many studies have shown the ability of media--television, movies, and virtual reality (VR) experiences--to elicit emotions. Nevertheless, it is still unclear how the different factors involved--user related and medium related--play a role in producing an emotional response during a VR experience. We investigate this issue, analyzing the role played by the cultural and technological backgrounds of the users in the emotional responses to VR. Specifically, we use the "core affect" model of emotions developed by R… Show more

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Cited by 46 publications
(25 citation statements)
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“…From this point of view, the focus for psychological treatment would lie on designing relevant environments, providing intellectually and/or emotionally significant content for the specific sample involved in the treatment. For instance, a recent study by Gorini and colleagues [72] comparing a sample of 20 Mexican participants -8 living in El Tepeyac, a small rural and isolated Mexican village characterized by a very primitive culture, and 12 high civilized inhabitants of Mexico Cityclearly showed that VR exposure to a relaxing environment has different physiological and psychological effects according to the cultural and technological background of the users.…”
Section: "In the Debriefing Interviews Many Said That They Were Surprmentioning
confidence: 99%
“…From this point of view, the focus for psychological treatment would lie on designing relevant environments, providing intellectually and/or emotionally significant content for the specific sample involved in the treatment. For instance, a recent study by Gorini and colleagues [72] comparing a sample of 20 Mexican participants -8 living in El Tepeyac, a small rural and isolated Mexican village characterized by a very primitive culture, and 12 high civilized inhabitants of Mexico Cityclearly showed that VR exposure to a relaxing environment has different physiological and psychological effects according to the cultural and technological background of the users.…”
Section: "In the Debriefing Interviews Many Said That They Were Surprmentioning
confidence: 99%
“…There have also been studies working from a product design/functional perspective that have examined the influence of the key features of virtual products, such as aesthetics, realism, and interactivity, on consumers' experience (e.g., Kamel Boulos et al 2007;Lehdonvirta 2009;Lee and Chen 2011;Lloyd et al 2009;Marcos et al 2010;Robertson and Good 2005;Salmon 2009;Song and Lee 2007). From a psychological perspective, researchers have also focused on the role of virtual products/environments as affective media that can elicit specific emotional/psychological responses through human-machine and/or interpersonal interactions (e.g., Goel et al 2011;Gorini et al 2009;Martin 2008;Messinger et al 2008;Riva et al 2007). However, very few studies have been conducted that have specifically investigated the effects of the key characteristics of virtual products on customer satisfaction and repurchase intention.…”
Section: Virtual Productsmentioning
confidence: 99%
“…Vinayagamoorthy et al (2006) argued that the character has to adopt a credible form in both appearance and movements. Furthermore, the character should afford feedback to the participant though eye gaze (Lee et al, 2002;Garau et al, 2003;Vinayagamoorthy et al, 2004), proxemics (Bailenson et al, 2003), or real-time language responses such as appropriate listening behavior -e.g., Maatman et al (2005). In this work, however, we do not consider the question of how to generate appropriate behavior, but rather the personality context in which the behavior occurs.…”
Section: Introductionmentioning
confidence: 99%