To Be or Not Be Human-Like in Virtual World
The main objective is a double one. First and foremost, it is a question of showing that foot-in-the-door as a proven behavioral influence technique in offline interactions maintains its efficiency in online interactions. It is then a question of exploring the impact of the anthropomorphism vs. the...
Main Authors: | , |
---|---|
Format: | Article |
Language: | English |
Published: |
Frontiers Media S.A.
2020-05-01
|
Series: | Frontiers in Computer Science |
Subjects: | |
Online Access: | https://www.frontiersin.org/article/10.3389/fcomp.2020.00015/full |
id |
doaj-2452a0c73c3e451f955d132f6621e047 |
---|---|
record_format |
Article |
spelling |
doaj-2452a0c73c3e451f955d132f6621e0472021-04-02T12:40:14ZengFrontiers Media S.A.Frontiers in Computer Science2624-98982020-05-01210.3389/fcomp.2020.00015529414To Be or Not Be Human-Like in Virtual WorldLaura Barbier0Valerie Fointiat1University of Lorraine, PErSEUs EA 7312, Metz, FranceAix-Marseille Univ., LPS EA 849, Aix-en-Provence, FranceThe main objective is a double one. First and foremost, it is a question of showing that foot-in-the-door as a proven behavioral influence technique in offline interactions maintains its efficiency in online interactions. It is then a question of exploring the impact of the anthropomorphism vs. the non-anthropomorphism of the requester avatar on the efficiency of this technique. Foot-in-the-door is based on a simple principle: you start by asking for a little in a first step to increase the probability of obtaining a lot in a second step. The research was conducted in the Second Life virtual world. In a control condition (n = 200), a requester avatar directly proposed the target request. In a foot-in-the-door condition (n = 200), the requester avatar started by presenting a preparatory request before proposing the target request. According to the conditions, the requester avatar was human-like (female or male), or non-human-like (flower, balloon, cube). As expected, our results show that overall the foot-in-the door-technique remains efficient in the virtual world; they also show that this efficiency depends on the human-like form of the requester avatar. This last result is interpreted as a reference to the theory of social presence. Non-human-like avatars could generate a weak social presence, to the point where the mechanisms of self-perception and commitment underlying the foot-in-the-door effect may not be automatically initiated. Player avatars would in this way be freed from the rules of social interaction occurring in offline interactions.https://www.frontiersin.org/article/10.3389/fcomp.2020.00015/fullavatarbehavioral influencefoot-in-the-doorvirtual worldanthropomorphism |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Laura Barbier Valerie Fointiat |
spellingShingle |
Laura Barbier Valerie Fointiat To Be or Not Be Human-Like in Virtual World Frontiers in Computer Science avatar behavioral influence foot-in-the-door virtual world anthropomorphism |
author_facet |
Laura Barbier Valerie Fointiat |
author_sort |
Laura Barbier |
title |
To Be or Not Be Human-Like in Virtual World |
title_short |
To Be or Not Be Human-Like in Virtual World |
title_full |
To Be or Not Be Human-Like in Virtual World |
title_fullStr |
To Be or Not Be Human-Like in Virtual World |
title_full_unstemmed |
To Be or Not Be Human-Like in Virtual World |
title_sort |
to be or not be human-like in virtual world |
publisher |
Frontiers Media S.A. |
series |
Frontiers in Computer Science |
issn |
2624-9898 |
publishDate |
2020-05-01 |
description |
The main objective is a double one. First and foremost, it is a question of showing that foot-in-the-door as a proven behavioral influence technique in offline interactions maintains its efficiency in online interactions. It is then a question of exploring the impact of the anthropomorphism vs. the non-anthropomorphism of the requester avatar on the efficiency of this technique. Foot-in-the-door is based on a simple principle: you start by asking for a little in a first step to increase the probability of obtaining a lot in a second step. The research was conducted in the Second Life virtual world. In a control condition (n = 200), a requester avatar directly proposed the target request. In a foot-in-the-door condition (n = 200), the requester avatar started by presenting a preparatory request before proposing the target request. According to the conditions, the requester avatar was human-like (female or male), or non-human-like (flower, balloon, cube). As expected, our results show that overall the foot-in-the door-technique remains efficient in the virtual world; they also show that this efficiency depends on the human-like form of the requester avatar. This last result is interpreted as a reference to the theory of social presence. Non-human-like avatars could generate a weak social presence, to the point where the mechanisms of self-perception and commitment underlying the foot-in-the-door effect may not be automatically initiated. Player avatars would in this way be freed from the rules of social interaction occurring in offline interactions. |
topic |
avatar behavioral influence foot-in-the-door virtual world anthropomorphism |
url |
https://www.frontiersin.org/article/10.3389/fcomp.2020.00015/full |
work_keys_str_mv |
AT laurabarbier tobeornotbehumanlikeinvirtualworld AT valeriefointiat tobeornotbehumanlikeinvirtualworld |
_version_ |
1721568082441273344 |