Title

Virtual Space And Place: Theory And Test

Keywords

Cognition; Familiarity; Focused immersion; Perception; Place; Presence; Second Life; Social presence; Virtual space; Virtual worlds

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.

Publication Date

1-1-2011

Publication Title

MIS Quarterly: Management Information Systems

Volume

35

Issue

4

Number of Pages

1079-1098

Document Type

Article

Personal Identifier

scopus

DOI Link

https://doi.org/10.2307/41409974

Socpus ID

81355163742 (Scopus)

Source API URL

https://api.elsevier.com/content/abstract/scopus_id/81355163742

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