2014
DOI: 10.1016/j.jebo.2014.01.011
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Is avatar-to-avatar communication as effective as face-to-face communication? An Ultimatum Game experiment in First and Second Life

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Cited by 42 publications
(26 citation statements)
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“…Such a finding could generate new perspectives in marketing and selling as well as in the broader context of changing business interactions (Greiner et al, 2014). As such, this topic merits further research and investigation.…”
Section: Virtual Trust Experimentsmentioning
confidence: 87%
See 1 more Smart Citation
“…Such a finding could generate new perspectives in marketing and selling as well as in the broader context of changing business interactions (Greiner et al, 2014). As such, this topic merits further research and investigation.…”
Section: Virtual Trust Experimentsmentioning
confidence: 87%
“…Unlike multi-player, role-playing games such as World of Warcraft, SL has no stipulated goal associated with participation and is purely an online social environment (Greiner, Caravella, & Roth, 2014). SL is open-ended and, therefore, resists classification; its users employ it in a variety of ways including role play, traditional games, social networking and commerce.…”
Section: Trust In V-commercementioning
confidence: 99%
“…SL was not developed for research, but social scientists soon recognized its utility as a platform to study human interaction. A number of the studies conducted have tended to focus on examining the unique characteristics of SL participants (Hooi & Cho, 2014;McLeod, Liu, & Axline 2014), the behavior of SL avatars in virtual worlds (Grinberg, Careaga, Mehl, & O'Connor, 2014;Hooi & Cho, 2013), the use of SL for online instruction within educational institutions (Halvorson, Ewing, & Windisch, 2011;Inman, Wright, & Hartman, 2010), or the feasibility of conducting social experiments and experimental manipulations in SL (Greiner, Caravella, & Roth, 2014;Lee, 2014;Tawa, Negrón, Suyemoto, & Carter, 2015). A handful of studies have used SL as a tool for recruitment, though generally the recruitment goals are directed at specific populations (Keelan et al, 2015;Swicegood & Haque 2015).…”
Section: Discussionmentioning
confidence: 99%
“…This is summed up by Greiner, Caravella and Roth (2014) who affirm that Second Life is purely a social environment with no particular stipulated goal of participation. It can be accessed via virtual embodiments (avatars or residents) through which users can interact verbally and non-verbally (Barnes & Pressey, 2011;Locher, Jucker & Berger, 2015).…”
Section: Introductionmentioning
confidence: 99%