2018
DOI: 10.1016/j.chb.2017.09.011
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Virtual intimacy: Propensity for physical contact between avatars in an online virtual environment

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Cited by 9 publications
(9 citation statements)
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“…Gamers likely use avatars to initiate more intimate interactions with avatars of the other gender (Sadowski and Lomanowska, 2018). Such interactions may be owing to avatar physical attractiveness or avatar ability to achieve, providing intriguing directions for future work.…”
Section: Research Limitations and Future Research Directionsmentioning
confidence: 99%
“…Gamers likely use avatars to initiate more intimate interactions with avatars of the other gender (Sadowski and Lomanowska, 2018). Such interactions may be owing to avatar physical attractiveness or avatar ability to achieve, providing intriguing directions for future work.…”
Section: Research Limitations and Future Research Directionsmentioning
confidence: 99%
“…This experience remains indeed very private and intimate. It refers to a universe that individuals prefer to keep for themselves, as it may involve taboos and unconfessable themes such as addiction, interaction with fictional characters, avatars and even sensuality and sexuality (Whitty et al , 2011; Sadowski and Lomanowska, 2018). Researchers may face several psychological screens veiling individuals’ behaviors (Gavard-Perret et al , 2012): screen of conscience (as consumers are not always aware of their deep motivations to immerse in virtual worlds), screen of irrationality (as informants will tend to give logical explanations to their behaviors in virtual worlds), screen of tolerance (consumer’s social environment may disapprove of their immersion in virtual worlds) and the screen of politeness (in front of a research consumers’ discourse will tend to be acceptable).…”
Section: Methodsmentioning
confidence: 99%
“…For instance, text-based interactions can include emotes in order to convey more information about emotionality (Derks, Fischer, & Bos, 2008). Users can also communicate in virtual environments via personalized avatars that can be used to visually represent physical aspects of interpersonal interactions (e.g., gestures, proximity, touch), therefore adding an element of embodiment to CMC (Bente, Kramer, & Eschenburg, 2008; Lomanowska & Guitton, 2012; Sadowski & Lomanowska, 2018). Similarly, adjusting the position of the webcam in a videoconferencing interaction can allow for a face-only framing or a more enlarged view of one's body (e.g., Nguyen & Canny, 2009).…”
Section: | Features Of Computer-mediated Communication (Cmc)mentioning
confidence: 99%