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Paper Type
ERF
Description
Virtual worlds are currently receiving renewed attention. Notably, advances in immersive technologies, such as virtual reality headsets, allow users to experience interactions with virtual objects by using their bodies in virtual worlds referred to as metaverses. Studies on metaverses have suggested that enabling users to query their environment using their body, or embodiment features, facilitates learning. While such studies' scope includes users' experience in a metaverse with embodiment features, scarce attention has been brought to the role of the perception generated toward themselves through this experience. This study aims at highlighting the role of IT identity in explaining learning effectiveness in metaverses and the impact of embodiment features on this process. We propose to investigate this using an experiment. The findings will contribute to the IT identity stream and the literature on virtual worlds. It will also inform practitioners involved in the design of metaverses.
Paper Number
1006
Recommended Citation
Welt, Dominique and Bassellier, Geneviève, "The Metaverses’ Edge for Learning: Body and Identity" (2023). AMCIS 2023 Proceedings. 1.
https://aisel.aisnet.org/amcis2023/sig_adit/sig_adit/1
The Metaverses’ Edge for Learning: Body and Identity
Virtual worlds are currently receiving renewed attention. Notably, advances in immersive technologies, such as virtual reality headsets, allow users to experience interactions with virtual objects by using their bodies in virtual worlds referred to as metaverses. Studies on metaverses have suggested that enabling users to query their environment using their body, or embodiment features, facilitates learning. While such studies' scope includes users' experience in a metaverse with embodiment features, scarce attention has been brought to the role of the perception generated toward themselves through this experience. This study aims at highlighting the role of IT identity in explaining learning effectiveness in metaverses and the impact of embodiment features on this process. We propose to investigate this using an experiment. The findings will contribute to the IT identity stream and the literature on virtual worlds. It will also inform practitioners involved in the design of metaverses.
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