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
Copyright Status
Unknown
Socpus ID
81355163742 (Scopus)
Source API URL
https://api.elsevier.com/content/abstract/scopus_id/81355163742
STARS Citation
Saunders, Carol; Rutkowski, Anne F.; Van Genuchten, Michiel; Vogel, Doug; and Orrego, Julio Molina, "Virtual Space And Place: Theory And Test" (2011). Scopus Export 2010-2014. 3011.
https://stars.library.ucf.edu/scopus2010/3011