The illusion of presence and the reality of engagement
How avatar dynamics define social interaction in an educational metaverse
Bibliographic Data
| ID | 21631377 |
|---|---|
| Authors | Manuel B Garcia (0000-0003-2615-422X, University of the Philippines Diliman, corresponding author) |
| Year | 2026 |
| Pages | 1-15 |
| Publication date | 2026-03-04 |
| Peer Reviewed | Yes |
| Open Access | No |
| Type | ARTICLE |
| Venue | Interactive Learning Environments (JOURNAL) |
| Journal identifiers | ISSN: 1049-4820 • E-ISSN: 1744-5191 |
| Publisher | Informa UK Limited (PUBLISHER • GB) |
| DOI | 10.1080/10494820.2025.2611127 |
| OpenAlex | W7133650837 |
| Language | EN |
| Citations received | 1 |
| References cited | 46 |
Social interaction has long been a subject of theoretical inquiry in both Computer-Mediated Communication (CMC) and Human-Computer Interaction (HCI), but seldom has it been examined through the lens of digital embodiment. As the metaverse gains traction as a platform for learning and collaboration, understanding how its affordances construct behavioral engagement demands empirical scrutiny. Thus, this study examines the effects of avatar customization and communication modality on behavioral engagement within a metaverse-based simulation. Using a 2×2 factorial design, participants were randomly assigned to avatar (customized vs. generic) and modality (voice vs. text) conditions, with engagement tracked via a stealth assessment approach across multiple sessions. Findings indicate that avatar customization facilitated broader spatial exploration, while voice-based communication elicited higher interpersonal interaction. Critically, the convergence of both factors produced a compounded effect that yielded selective interaction effects on temporal and social dimensions of engagement. This study contributes a framework of affordance convergence that informs both the theoretical modeling of digital embodiment and the practical design of immersive learning platforms. As educational experiences increasingly unfold within socio-technical systems, the challenge for both HCI and CMC is to design environments where social interaction is both mediated and dynamically co-constructed through the alignment of interactional affordances
Affordance · Avatar · Illusion · Perspective-taking · Social dynamics · Social relation · Virtual reality · Embodied and Extended Cognition · Flow Experience in Various Fields · Virtual Reality Applications and Impacts
Educational applications of metaverse
Me, myself, and my avatar
How Avatar Identification Affects Enjoyment in the Metaverse
Metaverse-based education
Teachers in the metaverse
Investigation of learners’ behavioral intentions to use metaverse learning environment in higher education
Exploring the influence of the learning Metaverse on student satisfaction
Impact of avatar-based metaverse learning on students’ self-expansion
Self-representation through avatars in digital environments
Stealth assessment
Cognitive effort in virtual worlds in the metaverse versus instant messaging
Social fidelity in virtual agents
Avatar creation in the metaverse
A comprehensive analysis of presence, seamlessness, and player responses in metaverse gaming
What factors affect psychological ownership when creating an avatar
Effects of meta-human characteristics on user acceptance
Social benefits of living in the metaverse
Staying connected while physically apart
Design Experiments in Educational Research
The Stoic Male
| Unique citing works | 1 |
|---|---|
| Citations per year | 1 |
| Citation span | 2026 - 2026 (1) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 1 |