Book Chapter: Designing for persuasion through embodied experiences in immersive virtual environments
Book Chapter: Designing for persuasion through embodied experiences in immersive virtual environments
Abstract: Embodied experiences in virtual reality (VR) involves the reproduction of sufficiently realistic sensory information so that users are able to see, hear, and feel experiences as if they are going through them at the moment. A growing body of literature evinces that the effects of these virtual experiences carry over into the physical world to impact attitudes and behaviors in the physical world. Underlying mechanisms of embodied experiences that produce these outcomes are discussed in the context of media affordances, or interactions between novel attributes of VR and user perceptions of them. Design implications to maximize persuasive effects are examined and illustrated with case studies. Finally, the limitations of embodied experiences are considered using the efficiency framework to determine tasks that are most appropriate for applying embodied experiences in VR.
Related Research
-
The Wrong ManBooker Mattison – Recently completed the principal photography on a legal thriller for MarVista Entertainment. The working title (which the network has already indicated will change) is “The Wrong Man.” It […]
-
Nobody Want to Be Here, Nobody Wants to LeaveProduced by Nate Kohn, Caleb Samples, Cash Robinson and Feike Santbergen, directed by UGA low residency MFA student Cash Robinson and written by MFA graduate Caleb Samples, “Nobody Want to […]