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...

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Main Authors: Laura Barbier, Valerie Fointiat
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
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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
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