Affording Social Experience for Adolescents Using Immersive Virtual Reality: A Moderated Mediation Analysis
Abstract
1. Introduction
2. Literature Review and Research Hypothesis
2.1. Theoretical Frameworks
2.2. Technology Acceptance and Social Experience
2.3. Collective Efficacy and Group Effectiveness as Mediators
2.4. Presence, Antecedents, and Consequences
2.5. Students’ Social–Emotional Competence (SEC) as a Moderator
2.6. Moderated Mediation Model
3. Design of the IVR Collaboration Game
4. Method
4.1. Context and Participants
4.2. Determination of Sample Size
4.3. Research Procedure
4.4. Measures
4.4.1. Instrument 1: SEC Questionnaire
4.4.2. Instrument 2: Post-Game Experience Questionnaire
4.5. Data Analysis
4.5.1. Preliminary Analysis
4.5.2. Mediation and Moderation Analysis
4.5.3. Model Fit Analysis
5. Results
5.1. Preliminary Analysis Results
5.2. Mediation Analysis Results
5.3. Moderation Analysis Results
5.4. Model Fit Indices
6. Discussion
6.1. A Key Factor and Pathway Influencing Social Experience in IVR Collaboration
6.2. Social–Emotional Competence as a Moderator
6.3. Biological and Psychological Perspectives on the Findings
6.4. Caveats for Using IVR
6.5. Practical Implications
6.6. Limitations and Future Research Perspectives
7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A. Social–Emotional Competence (SEC) Questionnaire
- Self-awareness
- Social Awareness
- Relationship Management
- Responsible Decision-making
Appendix B. Post-Game Experience Questionnaire
- Technology acceptance
- Presence
- VR collaboration experience
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Constructs | Items | Factor Loading | Cronbach’s α | CR | AVE | Skewness | Kurtosis |
---|---|---|---|---|---|---|---|
Technology acceptance | 9 | 0.883 | −2.869 | 13.005 | |||
Perceived usefulness | 3 | [0.836–0.891] | 0.903 | 0.906 | 0.762 | −1.788 | 3.354 |
Perceived ease of use | 3 | [0.786–0.852] | 0.846 | 0.851 | 0.655 | −2.107 | 6.789 |
User’s behavioral intention to use | 3 | [0.711–0.916] | 0.849 | 0.860 | −4.659 | 27.499 | |
Presence | 8 | [0.401–0.814] | 0.774 | 0.788 | 0.329 | −2.199 | 7.317 |
Collective efficacy | 6 | [0.447–0.942] | 0.852 | 0.852 | 0.504 | −1.771 | 3.329 |
Group effectiveness | 4 | [0.898–0.962] | 0.965 | 0.875 | 0.966 | −1.555 | 1.182 |
Social experience | 8 | [0.530–0.833] | 0.878 | 0.523 | 0.897 | −1.660 | 2.469 |
Social–emotional competence | 25 | 0.896 | −0.620 | 1.555 | |||
Self-awareness | 5 | [0.417–0.715] | 0.736 | 0.758 | 0.391 | −1.224 | 3.089 |
Self-management | 5 | [0.563–0.794] | 0.842 | 0.847 | 0.530 | −0.495 | 0.103 |
Social awareness | 5 | [0.558–0.748] | 0.801 | 0.804 | 0.453 | −0.223 | −0.601 |
Relationship skills | 5 | [0.343–0.679] | 0.678 | 0.709 | 0.338 | −1.176 | 1.813 |
Responsible decision-making | 5 | [0.638–0.753] | 0.818 | 0.820 | 0.478 | −1.091 | 1.279 |
Constructs | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 PU | 0.873 | |||||||||||
2 PEU | 0.463 ** | 0.809 | ||||||||||
3 ITU | 0.494 ** | 0.489 ** | 0.820 | |||||||||
4 Presence | 0.613 ** | 0.489 ** | 0.588 ** | 0.574 | ||||||||
5 CE | 0.291 ** | 0.349 ** | 0.349 ** | 0.488 ** | 0.710 | |||||||
6 GE | 0.310 ** | 0.346 ** | 0.279 ** | 0.395 ** | 0.813 ** | 0.983 | ||||||
7 SE | 0.778 ** | 0.459 ** | 0.604 ** | 0.563 ** | 0.425 ** | 0.487 ** | 0.937 | |||||
8 SEA | 0.203 | 0.204 | 0.188 | 0.305 ** | 0.147 | 0.089 | 0.185 | 0.625 | ||||
9 SM | 0.169 | 0.176 | 0.270 * | 0.328 ** | 0.422 ** | 0.309 ** | 0.125 | 0.482 ** | 0.728 | |||
10 SOA | 0.178 | 0.199 | 0.163 | 0.309 ** | 0.218 * | 0.061 | 0.232 * | 0.530 ** | 0.378 ** | 0.673 | ||
11 RS | −0.022 | −0.012 | −0.165 | −0.133 | 0.000 | −0.016 | 0.014 | 0.464 ** | 0.358 ** | 0.389 ** | 0.581 | |
12 RD | 0.009 | −0.066 | −0.058 | 0.043 | 0.057 | −0.007 | 0.037 | 0.454 ** | 0.339 ** | 0.580 ** | 0.475 ** | 0.691 |
Mean | 4.609 | 4.588 | 4.816 | 4.278 | 4.308 | 4.170 | 4.533 | 4.205 | 3.581 | 3.468 | 3.956 | 3.679 |
SD | 0.613 | 0.577 | 0.503 | 0.601 | 0.793 | 1.215 | 0.621 | 0.682 | 0.791 | 0.881 | 0.773 | 0.742 |
95%CI | ||||||||
---|---|---|---|---|---|---|---|---|
Model | R2 | F | B | SE | T | p | Lower | Upper |
Outcome: Presence | 0.511 | 28.967 | ||||||
Constant | 6.46 | 1.404 | 4.6 | 0.000 | 3.666 | 9.253 | ||
Technology acceptance | 0.937 | 0.103 | 9.127 | 0.000 | 0.733 | 1.141 | ||
Age | −0.194 | 0.115 | −1.689 | 0.095 | −0.423 | 0.034 | ||
Gender | 0.125 | 0.092 | 1.357 | 0.178 | −0.058 | 0.308 | ||
Outcome: Collective efficacy | 0.272 | 7.673 | ||||||
Constant | 4.407 | 2.549 | 1.728 | 0.088 | −0.665 | 9.478 | ||
Technology acceptance | 0.296 | 0.235 | 1.257 | 0.212 | −0.173 | 0.764 | ||
Presence | 0.46 | 0.178 | 2.587 | 0.011 | 0.106 | 0.814 | ||
Age | −0.196 | 0.189 | −1.035 | 0.304 | −0.573 | 0.181 | ||
Gender | 0.216 | 0.151 | 1.434 | 0.155 | −0.084 | 0.516 | ||
Outcome: Group effectiveness | 0.675 | 33.659 | ||||||
Constant | −8.021 | 2.673 | −3.001 | 0.004 | −13.34 | −2.702 | ||
Technology acceptance | 0.216 | 0.245 | 0.884 | 0.379 | −0.271 | 0.704 | ||
Presence | −0.115 | 0.191 | −0.603 | 0.548 | −0.494 | 0.264 | ||
Collective efficacy | 1.254 | 0.114 | 11.027 | 0.000 | 1.028 | 1.481 | ||
Age | 0.263 | 0.196 | 1.338 | 0.185 | −0.128 | 0.653 | ||
Gender | −0.063 | 0.157 | −0.401 | 0.689 | −0.376 | 0.25 | ||
Outcome: Social experience | 0.649 | 15.842 | ||||||
Constant | 5.347 | 1.551 | 3.447 | 0.001 | 2.259 | 8.436 | ||
Technology acceptance | 1.013 | 0.147 | 6.876 | 0.000 | 0.72 | 1.307 | ||
Presence | 0.007 | 0.108 | 0.063 | 0.95 | −0.208 | 0.222 | ||
Collective efficacy | −0.099 | 0.102 | −0.967 | 0.336 | −0.301 | 0.104 | ||
Group effectiveness | 0.161 | 0.062 | 2.606 | 0.011 | 0.038 | 0.283 | ||
SEC | 0.003 | 0.082 | 0.032 | 0.974 | −0.161 | 0.166 | ||
Technology acceptance × SEC | 0.158 | 0.245 | 0.647 | 0.52 | −0.329 | 0.646 | ||
Group effectiveness × SEC | 0.09 | 0.083 | 1.088 | 0.28 | −0.075 | 0.255 | ||
Age | −0.051 | 0.109 | −0.472 | 0.638 | −0.269 | 0.166 | ||
Gender | 0.13 | 0.087 | 1.493 | 0.139 | −0.043 | 0.304 |
95% CI | ||||
---|---|---|---|---|
Path | Effect | BootSE | Lower | Upper |
H5: X → M1 → Y | 0.006 | 0.129 | −0.254 | 0.263 |
H2: X → M2 → Y | −0.029 | 0.059 | −0.155 | 0.092 |
H3: X → M3 → Y | 0.046 | 0.099 | −0.034 | 0.348 |
H6: X → M1 → M2 → Y | −0.042 | 0.067 | −0.192 | 0.080 |
H7: X → M1 → M3 → Y | −0.023 | 0.053 | −0.168 | 0.042 |
H4: X → M2 → M3 → Y | 0.079 | 0.108 | −0.078 | 0.258 |
H8: X → M1 → M2 → M3 → Y | 0.115 | 0.074 | 0.001 | 0.293 |
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Share and Cite
Li, G.; Luo, H.; Yin, X.; Zhang, Y.; Li, Z. Affording Social Experience for Adolescents Using Immersive Virtual Reality: A Moderated Mediation Analysis. Children 2024, 11, 1362. https://doi.org/10.3390/children11111362
Li G, Luo H, Yin X, Zhang Y, Li Z. Affording Social Experience for Adolescents Using Immersive Virtual Reality: A Moderated Mediation Analysis. Children. 2024; 11(11):1362. https://doi.org/10.3390/children11111362
Chicago/Turabian StyleLi, Gege, Heng Luo, Xin Yin, Yan Zhang, and Zijian Li. 2024. "Affording Social Experience for Adolescents Using Immersive Virtual Reality: A Moderated Mediation Analysis" Children 11, no. 11: 1362. https://doi.org/10.3390/children11111362
APA StyleLi, G., Luo, H., Yin, X., Zhang, Y., & Li, Z. (2024). Affording Social Experience for Adolescents Using Immersive Virtual Reality: A Moderated Mediation Analysis. Children, 11(11), 1362. https://doi.org/10.3390/children11111362