2009
DOI: 10.1002/cav.312
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Interactive engagement with embodied agents: an empirically validated framework

Abstract: This paper presents an empirically tested theoretical framework to explain user engagement and end-user satisfaction with interactive agents. Such a framework is not only important from a scientific point of view; application designers may find a set of dos and don'ts that help them create more satisfying embodied agents in different task domains and social settings. From a multidisciplinary perspective, we have conducted a series of experiments to verify underlying mechanisms in the processes of interacting a… Show more

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Cited by 43 publications
(43 citation statements)
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“…Also, past research found that social virtual worlds' continuance intentions depended on user satisfaction, which is in turn a function of utilitarian, hedonic and social benefits (Zhou et al, 2012(Zhou et al, , 2014Verhagen et al, 2011). Starting from the key role of consumer satisfaction in building and maintaining loyalty (Yoo et al, 2010), end-user satisfaction emerges as the basic element of every user-system interaction, acting as a performance measure of the system (Van Vugt et al, 2009). Much prior research focusses on hedonic and utilitarian shopping values as shopping motivations and the value of shopping experience, yet little attention to date has been paid to the outcomes of shopping value in terms of consumers' behaviour ( Jones et al, 2006).…”
mentioning
confidence: 99%
“…Also, past research found that social virtual worlds' continuance intentions depended on user satisfaction, which is in turn a function of utilitarian, hedonic and social benefits (Zhou et al, 2012(Zhou et al, , 2014Verhagen et al, 2011). Starting from the key role of consumer satisfaction in building and maintaining loyalty (Yoo et al, 2010), end-user satisfaction emerges as the basic element of every user-system interaction, acting as a performance measure of the system (Van Vugt et al, 2009). Much prior research focusses on hedonic and utilitarian shopping values as shopping motivations and the value of shopping experience, yet little attention to date has been paid to the outcomes of shopping value in terms of consumers' behaviour ( Jones et al, 2006).…”
mentioning
confidence: 99%
“…1). I-PEFiC explains how users interact with fictional characters based on the user's perception of ethics, affordances, aesthetics, and realism [38]. I-PEFiC divides the process of perceiving and experiencing interactive (fictional) characters into three separate phases: encode, compare, and respond (see Fig.…”
Section: The I-pefic Frameworkmentioning
confidence: 99%
“…and realism (how real and fake is the character?). After encoding, users compare these features to their own characteristics, goals, concerns, and respond accordingly [22,38], resulting in a felt tendency to use the character or not (use intentions). This is accompanied by a level of engagement with the character.…”
Section: The I-pefic Frameworkmentioning
confidence: 99%
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