Avatars, People, and Virtual Worlds: Foundations for Research in Metaverses

被引:323
作者
Davis, Alanah [1 ]
Khazanchi, Deepak [1 ]
Murphy, John [1 ]
Zigurs, Ilze [1 ]
Owens, Dawn [1 ]
机构
[1] Univ Nebraska, Coll Informat Sci & Technol, Omaha, NE 68182 USA
来源
JOURNAL OF THE ASSOCIATION FOR INFORMATION SYSTEMS | 2009年 / 10卷 / 02期
关键词
metaverses; virtual worlds; virtual teams; collaboration; SOCIAL PRESENCE; MEDIA RICHNESS; PERFORMANCE; TECHNOLOGY; ENVIRONMENT; TIME; COPRESENCE; BEHAVIOR; AGENCY; TRUST;
D O I
10.17705/1jais.00183
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
Metaverses are immersive three-dimensional virtual worlds in which people interact as avatars with each other and with software agents, using the metaphor of the real world but without its physical limitations. The ubiquitous availability of high speed Internet access has spurred enormous interest in virtual worlds like Second Life and World of Warcraft, both in terms of user gaming and as a new technological platform for global virtual collaboration. These environments have potential for richer, more engaging collaboration, but their capabilities have yet to be examined in depth. Of particular interest in this paper is the use of metaverses for virtual team collaboration. We develop a conceptual model for research in metaverses that is based on five key constructs: (1) the metaverse itself, (2) people/avatars, (3) metaverse technology capabilities, (4) behaviors, and (5) outcomes. We present an in-depth characterization of metaverse technology capabilities from a socio-technical view that recognizes the potential for variation in emergent interaction and in outcomes. Example propositions and a discussion of key issues and challenges show how the model can be used to further research and practice in virtual teams in the context of these new environments.
引用
收藏
页码:90 / 117
页数:28
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