Paper Number
3104
Paper Type
Short
Description
The advancement of metaverse has accelerated individuals’ entry into fully digitalized reality. However, academic research on how the metaverse influences individuals’ main activities such as making decisions remains limited. Therefore, this study conducts a controlled laboratory experiment (N = 183) in a finance context to investigate the effects of two VR features–immersion and embodiment–on decision evaluation through satisfaction, self-esteem and anxiety across five virtual settings (2D as the control). Preliminary descriptive results indicate that participants reported the lowest decision satisfaction and self-esteem in a highly immersive 3D environment, while anxiety was lowest in the traditional 2D environment. Additionally, the level of embodiment appears to interact with the level of immersion, resulting in varying effects on anxiety. More granular analyses are required for further examination. This study will contribute to IS, HCI, and consumer psychology, providing practical implications to VR designers, developers and practitioners, and improving decision experience.
Recommended Citation
Li, Chengyuan; Bampouni, Elpida; Xi, Nannan; Holopainen, Jani; and Hamari, Juho, "An Experiment-Based Study on Decision Evaluation in Metaverse" (2024). ICIS 2024 Proceedings. 10.
https://aisel.aisnet.org/icis2024/humtechinter/humtechinter/10
An Experiment-Based Study on Decision Evaluation in Metaverse
The advancement of metaverse has accelerated individuals’ entry into fully digitalized reality. However, academic research on how the metaverse influences individuals’ main activities such as making decisions remains limited. Therefore, this study conducts a controlled laboratory experiment (N = 183) in a finance context to investigate the effects of two VR features–immersion and embodiment–on decision evaluation through satisfaction, self-esteem and anxiety across five virtual settings (2D as the control). Preliminary descriptive results indicate that participants reported the lowest decision satisfaction and self-esteem in a highly immersive 3D environment, while anxiety was lowest in the traditional 2D environment. Additionally, the level of embodiment appears to interact with the level of immersion, resulting in varying effects on anxiety. More granular analyses are required for further examination. This study will contribute to IS, HCI, and consumer psychology, providing practical implications to VR designers, developers and practitioners, and improving decision experience.
Comments
09-HTI