People, places, and time: a large-scale, longitudinal study
of transformed avatars and environmental context in
group interaction in the metaverse
    
    
    Dublin Core
Title
People, places, and time: a large-scale, longitudinal study
of transformed avatars and environmental context in
group interaction in the metaverse
            of transformed avatars and environmental context in
group interaction in the metaverse
Subject
time, networked, virtual reality, avatars, environments, context, nonverbal behavior
            Description
As the metaverse expands, understanding how people use virtual reality to learn and connect is increasingly important. We used the
Transformed Social Interaction paradigm (Bailenson et al., 2004) to examine different avatar identities and environments over time. In Study 1
(n 1⁄4 81), entitativity, presence, enjoyment, and realism increased over 8 weeks. Avatars that resembled participants increased synchrony, similar-
ities in moment-to-moment nonverbal behaviors between participants. Moreover, self-avatars increased self-presence and realism, but
decreased enjoyment, compared to uniform avatars. In Study 2 (n 1⁄4 137), participants cycled through 192 unique virtual environments. As visible
space increased, so did nonverbal synchrony, perceived restorativeness, entitativity, pleasure, arousal, self- and spatial presence, enjoyment,
and realism. Outdoor environments increased perceived restorativeness and enjoyment more than indoor environments. Self-presence and
realism increased over time in both studies. We discuss implications of avatar appearance and environmental context on social behavior in
classroom contexts over time.
            Transformed Social Interaction paradigm (Bailenson et al., 2004) to examine different avatar identities and environments over time. In Study 1
(n 1⁄4 81), entitativity, presence, enjoyment, and realism increased over 8 weeks. Avatars that resembled participants increased synchrony, similar-
ities in moment-to-moment nonverbal behaviors between participants. Moreover, self-avatars increased self-presence and realism, but
decreased enjoyment, compared to uniform avatars. In Study 2 (n 1⁄4 137), participants cycled through 192 unique virtual environments. As visible
space increased, so did nonverbal synchrony, perceived restorativeness, entitativity, pleasure, arousal, self- and spatial presence, enjoyment,
and realism. Outdoor environments increased perceived restorativeness and enjoyment more than indoor environments. Self-presence and
realism increased over time in both studies. We discuss implications of avatar appearance and environmental context on social behavior in
classroom contexts over time.
Creator
Eugy Han 1,*, Mark R. Miller2
, Cyan DeVeaux1
, Hanseul Jun1
, Kristine L. Nowak 3
,
Jeffrey T. Hancock1
, Nilam Ram1,4 and Jeremy N. Bailenson1
            , Cyan DeVeaux1
, Hanseul Jun1
, Kristine L. Nowak 3
,
Jeffrey T. Hancock1
, Nilam Ram1,4 and Jeremy N. Bailenson1
Source
https://doi.org/10.1093/jcmc/zmac031
            Publisher
Oxford University Press on behalf of International Communication Association.
            Date
28 October 2022
            Contributor
PERI IRAWAN
            Format
PDF
            Language
ENGLISH
            Type
TEXT
            Files
Collection
Citation
Eugy Han 1,*, Mark R. Miller2
, Cyan DeVeaux1
, Hanseul Jun1
, Kristine L. Nowak 3
,
Jeffrey T. Hancock1
, Nilam Ram1,4 and Jeremy N. Bailenson1, “People, places, and time: a large-scale, longitudinal study
of transformed avatars and environmental context in
group interaction in the metaverse,” Repository Horizon University Indonesia, accessed October 31, 2025, https://repository.horizon.ac.id/items/show/8647.
    of transformed avatars and environmental context in
group interaction in the metaverse,” Repository Horizon University Indonesia, accessed October 31, 2025, https://repository.horizon.ac.id/items/show/8647.