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
-
Weather the StormSun Joo (Grace) Ahn. Immersive virtual reality experience: “Weather the Storm.” https://www.ugavr.com/weatherthestorm Overview: Weather the Storm is an immersive virtual reality experience designed to help coastal residents understand the true […]
-
Learning the dangers of storm surges in virtual reality: Coastal leaders’ attitudes toward VR as a risk communication toolFrank, Alexandra (former Grady Ph.D. student), Baldwin, Joshua(former Grady Postdoctoral Research Associate), Browning, M. H., Yuan, S., and Sun Joo (Grace)Ahn (in press). “Learning the dangers of storm surges in virtual reality: Coastal leaders’ […]