‘It felt like the digital hands were my hands’: Spotlines and rhythm in the habituation of virtual reality and meta-spaces

How people use virtual reality to connect, communicate, and learn is increasingly important as the metaverse expands. Using affordance theory, we analyze a university classroom, a collaborative virtual environment, situated in virtual reality (VR). Our longitudinal study spans 10 weeks and follows 15 participants who spent over 25 hours together in meta-space classroom habitats. To capture a wide range of conditions around VR affordances (avatars, embodiment, immersion/presence), we turn to spotlines , a method that combines various medialities, to compare and describe the temporal rhythms of VR habituation. Through sustained engagement in VR, this study reveals how meta-spaces function as habitats that foster avatar sociality, metalearning, and embodied moments of friction.

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Publication Details

Journal
Convergence The International Journal of Research into New Media Technologies
Published
2025-02-06
DOI
https://doi.org/10.1177/13548565251318181
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.00
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article

‘It felt like the digital hands were my hands’: Spotlines and rhythm in the habituation of virtual reality and meta-spaces

Sang Quang Nguyen, Asim Bhatti, Nicole K. Stewart, Carina Albrecht et al.
Convergence The International Journal of Research into New Media Technologies
Virtual Reality Applications and Impacts
article

‘It felt like the digital hands were my hands’: Spotlines and rhythm in the habituation of virtual reality and meta-spaces

Sang Quang Nguyen, Asim Bhatti, Nicole K. Stewart, Carina Albrecht, Yuxi Chen, S. Chung, Aihua Cai, P. Hughes, Huynh Hong Van Tran, Sofia Moino, Kathy Datsky, Antalya Kabani, Darina Nikolova
article en

Abstract

How people use virtual reality to connect, communicate, and learn is increasingly important as the metaverse expands. Using affordance theory, we analyze a university classroom, a collaborative virtual environment, situated in virtual reality (VR). Our longitudinal study spans 10 weeks and follows 15 participants who spent over 25 hours together in meta-space classroom habitats. To capture a wide range of conditions around VR affordances (avatars, embodiment, immersion/presence), we turn to spotlines , a method that combines various medialities, to compare and describe the temporal rhythms of VR habituation. Through sustained engagement in VR, this study reveals how meta-spaces function as habitats that foster avatar sociality, metalearning, and embodied moments of friction.

Convergence The International Journal of Research into New Media TechnologiesVol. 31(2)
Texas State University (US), Simon Fraser University (CA)
Openalex Percentile: Top 99%
Virtual Reality Applications and Impacts
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