Li Gege, Luo Heng, Yin Xin, Zhang Yan, Li Zijian
Faculty of Artificial Intelligence in Education, Central China Normal University, Wuhan 430079, China.
School of Fine Arts, Central China Normal University, Wuhan 430079, China.
Children (Basel). 2024 Nov 9;11(11):1362. doi: 10.3390/children11111362.
Immersive virtual reality (IVR) serves as a promising tool to provide adolescents with enriched social experience due to its high-fidelity simulations and multimodal interaction. This study aims to design and develop a multi-user IVR collaborative game utilizing simultaneous localization and mapping (SLAM)-based inside-out tracking technique to foster social experience among students. Also, this study explored the mechanism by which technology acceptance affected social experience in the IVR collaboration game, focusing on the mediating effects of presence, collective efficacy, and group effectiveness, as well as the moderating effect of social-emotional competence (SEC).
A total of 104 seventh graders from a middle school in Central China participated in this study and completed the questionnaire. Finally, 87 valid questionnaire responses were retrieved.
The results revealed that technology acceptance both directly and indirectly influenced social experience. The mediation analysis revealed a key pathway influencing social experience: technology acceptance → presence → collective efficacy → group effectiveness → social experience. However, no moderating effect of SEC was found in the relationship between technology acceptance and social experience, group effectiveness, and social experience.
Based on these results, more appropriate IVR interventions could be developed for social-emotional learning among children and adolescents.
沉浸式虚拟现实(IVR)因其高保真模拟和多模态交互,成为为青少年提供丰富社交体验的一种有前景的工具。本研究旨在设计并开发一款多用户IVR协作游戏,利用基于同步定位与地图构建(SLAM)的内向外跟踪技术来促进学生之间的社交体验。此外,本研究探讨了技术接受度影响IVR协作游戏中社交体验的机制,重点关注临场感、集体效能感和团队效能的中介作用,以及社会情感能力(SEC)的调节作用。
来自中国中部一所中学的104名七年级学生参与了本研究并完成了问卷调查。最终,共收回87份有效问卷。
结果显示,技术接受度对社交体验既有直接影响,也有间接影响。中介分析揭示了一条影响社交体验的关键路径:技术接受度→临场感→集体效能感→团队效能→社交体验。然而,在技术接受度与社交体验、团队效能和社交体验之间的关系中,未发现SEC的调节作用。
基于这些结果,可以开发更合适的IVR干预措施,用于儿童和青少年的社会情感学习。