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Is seeing the same as doing? An evaluation of vicarious experiences in the metaverse

Datos Bibliográficos

ID21466331
AutoresCaleb Krieger (0009-0003-0599-1579, Creighton University), Andy Luse (0000-0003-1859-4276, Oklahoma State University Oklahoma City, autor de correspondencia), Ghazal Abdolhossein Khani (Oklahoma State University Oklahoma City), Rathindra Sarathy (0000-0001-7352-2676, Oklahoma State University Oklahoma City)
Año2025
Volumen191
Páginas114419
Fecha de publicación2025-04-01
Peer ReviewedSí
Open AccessSí
TipoARTICLE
RevistaDecision Support Systems (JOURNAL)
Identificadores de la revistaISSN: 0167-9236 • E-ISSN: 1873-5797
EditorialElsevier BV (PUBLISHER)
DOI10.1016/j.dss.2025.114419
OpenAlexW4407204730
IdiomaEN
Citas recibidas2
Referencias citadas72

Human–computer interaction · Metaverse · Virtual reality · AI in Service Interactions · Computer Science · Death Anxiety and Social Exclusion · Psychology · Social Psychology · Virtual Reality Applications and Impacts

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  • Discriminant validity testing in marketing

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  • Empathy

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  • Metaverse

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  • A Metaverse

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  • Construct Measurement and Validation Procedures in MIS and Behavioral Research

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  • A Systematic Review of Social Presence

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  • Why Are People Loyal to Live Stream Channels? The Perspectives of Uses and Gratifications and Media Richness Theories

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  • The Auxiliary Role of Virtual Reality in Enhancing the Effects of Disaster News on Empathy and Fear

    Open Access•Jiyoung Lee, T G Schwendeman et al.•Cyberpsychology Behavior and…•2023

  • What makes immersive virtual reality the ultimate empathy machine? Discerning the underlying mechanisms of change

    Open Access•B Barbot, James C Kaufman•Computers in Human Behavior•2020

  • Avatars and organizational knowledge sharing

    Open Access•Dennis D Fehrenbacher, Martin Weisner•Decision Support Systems•2024

  • Exploring the effects of psychological ownership, gaming motivations, and primary/secondary control on online game addiction

    Open Access•Xunyi Wang, Mohamed Abdelhamid et al.•Decision Support Systems•2021

  • Perspective-Taking of Non-Player Characters in Prosocial Virtual Reality Games

    Jeffrey Ho, Ryan Ng et al.•Behaviour and Information…•2022

  • Building viewer engagement through interaction rituals on Twitch.tv

    Open Access•Henrik Jodén, Jacob Strandell•Information Communication & Society•2022

  • On agency and body-ownership

    Open Access•Manos Tsakiris, Simone Schütz-Bosbach et al.•Consciousness and Cognition•2007

  • The “book problem” and its neural correlates

    Open Access•Phil Turner•AI & Society•2014

  • Social benefits of living in the metaverse

    Open Access•Hyun Jung Oh, Junghwan Kim et al.•Computers in Human Behavior•2022

  • Why do audiences choose to keep watching on live video streaming platforms? An explanation of dual identification framework

    Open Access•Mu Hu, Mingli Zhang et al.•Computers in Human Behavior•2017

  • Effects of immersive storytelling on affective, cognitive, and associative empathy

    Open Access•James J Cummings, Mina Tsay‐vogel et al.•New Media & Society•2021

  • At the Heart of It All

    Open Access•Matthew Lombard, Theresa Bolmarcich Ditton et al.•Journal of Computer-Mediated…•2006

  • The Cyborg's Dilemma

    Open Access•Frank Biocca•Journal of Computer-Mediated…•2006

  • Men are from Mars and women are from Venus

    Open Access•Shu Z Schiller, Fiona Fui‐hoon Nah et al.•Internet Research•2023

  • Toward a More Robust Theory and Measure of Social Presence

    Frank Biocca, Chad Harms et al.•PRESENCE Virtual and Augmented…•2003

  • Presence, Explicated

    Open Access•Kwan Min Lee•Communication Theory•2004

Obras citantes distintas2
Citas por año2
Intervalo de citas2026 - 2026 (1)
Velocidad de citacióncurrent
Altamente citadoNo
Tipos de citaNeutras: 2
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