2020
DOI: 10.1080/10447318.2020.1812909
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Self-identification with a Virtual Experience and Its Moderating Effect on Self-efficacy and Presence

Abstract: Effective psychological interventions for anxiety disorders often include exposure to fearful situations. However, individuals with low self-efficacy may find such exposure too overwhelming. We created a vicarious experience in virtual reality, which enables observation of one's experience from a first person perspective without actual performance and which might increase self-efficacy. With similarities to both traditional vicarious experiences and direct experiences, the level of self-identification with the… Show more

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Cited by 22 publications
(9 citation statements)
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“…The experiences that students gain affect their level of selfefficacy. For instance, a student who can complete a difficult task, surely leads a strong belief to the other students that they are also capable of doing the same thing (El-Abd & Chaaban, 2021;Kang et al, 2021). Physiological and affective states play an important role in increasing student efficacy because students' physiological states such as fatigue, anxiety, and stress affect students' ability and belief in completing tasks.…”
Section: Introductionmentioning
confidence: 99%
“…The experiences that students gain affect their level of selfefficacy. For instance, a student who can complete a difficult task, surely leads a strong belief to the other students that they are also capable of doing the same thing (El-Abd & Chaaban, 2021;Kang et al, 2021). Physiological and affective states play an important role in increasing student efficacy because students' physiological states such as fatigue, anxiety, and stress affect students' ability and belief in completing tasks.…”
Section: Introductionmentioning
confidence: 99%
“…Previous studies have shown that higher identification leads to higher self-efficacy for users [28]. In a study of the game's avatar, it was found that higher levels of identification lead to higher feelings of competence, as identification makes the experience of the game's avatar more transferable to the user [25].…”
Section: Identified Motivation and Basic Psychological Needsmentioning
confidence: 96%
“…Brand credibility consists of consumers’ perceived beliefs and consumers’ emotional perceptions of the brand, which are derived from consumers’ perceived trustworthiness of corporate commitment ( Kang et al, 2021 ). Credibility is a characteristic of a brand that is worthy of consumer trust.…”
Section: Literature Review and Theoretical Frameworkmentioning
confidence: 99%