はいは~い!最強ギャル解説AI、見参っ☆
VR(仮想現実)空間でのアバター表現が、共同作業の効率を爆上げする研究だよ!
✨ ギャル的キラキラポイント ✨
● VR(仮想現実)で、まるで一緒にいるみたいな感覚になれるってこと💖? ● アバター表現で、リモートワークとか教育がもっと楽しくなるかもって話😍! ● IT企業がVR技術使って、新しいビジネスチャンスを掴めるって、激アツじゃん🔥!
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Digital platforms increasingly support collective action initiatives, yet coordinating geographically dispersed users through digital interfaces remains challenging, particularly in threshold settings where success requires critical mass participation. This study investigates how avatar-based social representation in Virtual Reality (VR) influences coordination in threshold collective action problems. Through a randomized controlled experiment with 188 participants organized in 94 pairs, we examine whether brief avatar exposure affects perceived co-presence and coordination outcomes in a two-player threshold public goods game implemented as a real-effort recycling task. We manipulate a single design feature: participants either briefly interact through avatars before the main task (Pre-Task Avatar treatment) or complete an equivalent activity individually without peer visibility (No Pre-Task Avatar treatment). Our findings reveal that minimal avatar exposure significantly increases perceived co-presence and improves strategic coordination, though not through increased contribution quantity. Participants exposed to peer avatars achieve higher social welfare by coordinating to avoid wasteful over-contribution beyond the threshold. Additionally, we identify VR presence-the sense of 'being there' in the virtual environment-as a stronger predictor of task performance than co-presence itself. This research contributes to Information Systems theory by establishing causal pathways from specific design features to presence to coordination outcomes, demonstrates VR as a rigorous experimental methodology for IS research, and provides actionable insights for designing collaborative platforms supporting sustainability initiatives and threshold collective action problems.