Location
Hilton Waikoloa Village, Hawaii
Event Website
https://hicss.hawaii.edu/
Start Date
7-1-2025 12:00 AM
End Date
10-1-2025 12:00 AM
Description
Embodied self-presence is a phenomenon in which people feel ownership and control over their on-screen avatars. At least one technological feature thought to increase embodied self-presence is the progressive embodiment of input devices that map the human body in digital space—which also places unique demands on those users. The current study examined how progressive embodiment might indirectly influence self-presence as a function of perceived demands. In a 2x2 randomized control trial, we manipulated viewing modality (flat screen vs. VR HMD) and controller type (handheld controller vs. racing wheel and pedals) to assess perceived demands and self-presence after playing racing game. Path analysis revealed no significant effect of either form of progressive embodiment on perceived demands. However, cognitive demands were a positive predictor and controller demands a negative predictor of embodied self-presence. This data add to evidence suggesting that perceptions are more relevant than technological features in understanding embodied self-presence.
Recommended Citation
Bowman, Nick and Lee, Yoon, "Perceived Demands, not Progressive Embodiment, Drives Embodied Self-Presence in a VR Racing Video Game" (2025). Hawaii International Conference on System Sciences 2025 (HICSS-58). 3.
https://aisel.aisnet.org/hicss-58/dsm/games_and_gaming/3
Perceived Demands, not Progressive Embodiment, Drives Embodied Self-Presence in a VR Racing Video Game
Hilton Waikoloa Village, Hawaii
Embodied self-presence is a phenomenon in which people feel ownership and control over their on-screen avatars. At least one technological feature thought to increase embodied self-presence is the progressive embodiment of input devices that map the human body in digital space—which also places unique demands on those users. The current study examined how progressive embodiment might indirectly influence self-presence as a function of perceived demands. In a 2x2 randomized control trial, we manipulated viewing modality (flat screen vs. VR HMD) and controller type (handheld controller vs. racing wheel and pedals) to assess perceived demands and self-presence after playing racing game. Path analysis revealed no significant effect of either form of progressive embodiment on perceived demands. However, cognitive demands were a positive predictor and controller demands a negative predictor of embodied self-presence. This data add to evidence suggesting that perceptions are more relevant than technological features in understanding embodied self-presence.
https://aisel.aisnet.org/hicss-58/dsm/games_and_gaming/3