VIRTUAL SPACE AND PLACE: THEORY AND TEST

Authors

    Authors

    C. Saunders; A. F. Rutkowski; M. van Genuchten; D. Vogel;J. M. Orrego

    Comments

    Authors: contact us about adding a copy of your work at STARS@ucf.edu

    Abbreviated Journal Title

    Mis Q.

    Keywords

    Virtual worlds; Second Life; virtual space; place; cognition; perception; familiarity; presence; social presence; focused immersion; SOCIAL PRESENCE; WORLDS; ENVIRONMENTS; SYSTEMS; RECOGNITION; FAMILIARITY; EXPERIENCE; BEHAVIOR; COMMERCE; SENSE; Computer Science, Information Systems; Information Science & Library; Science; Management

    Abstract

    Little is known about how individuals come to relate to settings in virtual worlds (VWs), which are defined as digital environments in which individuals, groups, and even organizations interact in virtual (that is to say, nonphysical) spaces. This research develops a theory of virtual space and place (VSP), specifically relating this to the setting of Second Life (SL), a prominent social virtual world. We explore how three-dimensional space, as perceived by users, is able to provide them with an interactive experience with virtual objects, as well as with other VW denizens. To test our theory, we build interactive work tools in SL that are designed to reflect various degrees of motion range and to influence presence. The three information technology tools are evaluated by 150 business professionals who are either familiar or unfamiliar with SL. Implications for practice and directions for future research are discussed.

    Journal Title

    Mis Quarterly

    Volume

    35

    Issue/Number

    4

    Publication Date

    1-1-2011

    Document Type

    Article

    Language

    English

    First Page

    1079

    Last Page

    1098

    WOS Identifier

    WOS:000297236000014

    ISSN

    0276-7783

    Share

    COinS