TY - JOUR
T1 - "A feeling of déjà vu"
T2 - The Effects of Avatar Appearance-Similarity on Persuasiveness in Social Virtual Reality
AU - Shih, Meng Ting
AU - Lee, Yi Chieh
AU - Huang, Chih Mao
AU - Chan, Liwei
N1 - Publisher Copyright:
© 2023 ACM.
PY - 2023/10/4
Y1 - 2023/10/4
N2 - The similarity effect refers to the tendency for people to be more easily influenced by others who resemble them in appearance. This phenomenon has been found to have positive impacts, including on the building of trust, that enrich the quality of communication (e.g., fluency or collaboration performance). While research has shown that the similarity effect occurs in screen-based communication platforms, it remains unclear how this phenomenon impacts user perceptions, especially of others' persuasiveness, in immersive environments such as virtual reality (VR). In this study, we adopted a mixed-methods approach to exploring how interaction with avatars of similar appearance to one's own self-representation influences conversations. Such similarity was operationalized as having three levels: identicality, moderate similarity, and dissimilarity. The study found that avatars of moderate similarity have the greatest persuasiveness; however, in both identicality and moderate similarity conditions, participants felt it was easier to communicate with and lower eeriness rating to avatars than in the dissimilarity condition. Multiple linear regression further revealed that users who had relatively low self-esteem and/or were relatively conscientious were more susceptible to the positive effect of appearance similarity on persuasiveness. We conclude that the similarity effect, especially when the similarity in question is moderate, could be leveraged to support persuasiveness in VR-based communication.
AB - The similarity effect refers to the tendency for people to be more easily influenced by others who resemble them in appearance. This phenomenon has been found to have positive impacts, including on the building of trust, that enrich the quality of communication (e.g., fluency or collaboration performance). While research has shown that the similarity effect occurs in screen-based communication platforms, it remains unclear how this phenomenon impacts user perceptions, especially of others' persuasiveness, in immersive environments such as virtual reality (VR). In this study, we adopted a mixed-methods approach to exploring how interaction with avatars of similar appearance to one's own self-representation influences conversations. Such similarity was operationalized as having three levels: identicality, moderate similarity, and dissimilarity. The study found that avatars of moderate similarity have the greatest persuasiveness; however, in both identicality and moderate similarity conditions, participants felt it was easier to communicate with and lower eeriness rating to avatars than in the dissimilarity condition. Multiple linear regression further revealed that users who had relatively low self-esteem and/or were relatively conscientious were more susceptible to the positive effect of appearance similarity on persuasiveness. We conclude that the similarity effect, especially when the similarity in question is moderate, could be leveraged to support persuasiveness in VR-based communication.
KW - appearance
KW - avatar
KW - computer mediated communication
KW - similarity effect
KW - social virtual reality
KW - virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85174497920&partnerID=8YFLogxK
U2 - 10.1145/3610167
DO - 10.1145/3610167
M3 - Article
AN - SCOPUS:85174497920
SN - 2573-0142
VL - 7
JO - Proceedings of the ACM on Human-Computer Interaction
JF - Proceedings of the ACM on Human-Computer Interaction
IS - CSCW2
M1 - 3610167
ER -