Start Date

10-12-2017 12:00 AM

Description

With the development of VR technology like Google Cardboard, people can obtain 3D experiences for a reasonably low cost. This research investigates how Google Cardboard is differently experienced by digital natives (DNs) and digital immigrants (DIs) based on concepts of play and encounter proposed by Erving Goffman. Our findings suggest that the differences between digital natives and immigrants can be classified in five dimensions: spontaneous involvement, ease and tension, incidents, integrations and flooding. The results include (1) DNs’ one seamless, integrated real/virtual encounter vs. DIs’ a reality “out there;” (2) DNs’ continuous engrossment vs. DIs’ intermittent involvement; (3) DNs’ euphoric engrossment vs. DIs’ dysphoric tension; (4) DNs’ self-discovery vs. DIs’ asking for others’ help; and (5) DNs’ flooding out by boredom vs. DIs’ socially engaged though technically impeded.

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Dec 10th, 12:00 AM

Play with Google Cardboard in a Multiplayer Environment: How do Digital Natives and Digital Immigrants Differ?

With the development of VR technology like Google Cardboard, people can obtain 3D experiences for a reasonably low cost. This research investigates how Google Cardboard is differently experienced by digital natives (DNs) and digital immigrants (DIs) based on concepts of play and encounter proposed by Erving Goffman. Our findings suggest that the differences between digital natives and immigrants can be classified in five dimensions: spontaneous involvement, ease and tension, incidents, integrations and flooding. The results include (1) DNs’ one seamless, integrated real/virtual encounter vs. DIs’ a reality “out there;” (2) DNs’ continuous engrossment vs. DIs’ intermittent involvement; (3) DNs’ euphoric engrossment vs. DIs’ dysphoric tension; (4) DNs’ self-discovery vs. DIs’ asking for others’ help; and (5) DNs’ flooding out by boredom vs. DIs’ socially engaged though technically impeded.