Skip to main content

Why Does It Always Rain on Me? Influence of Gender and Environmental Factors on Usability, Technology Related Anxiety and Immersion in Virtual Environments

  • Conference paper
Advances in Computer Entertainment (ACE 2013)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 8253))

Abstract

Collaborative virtual environments and technical possibilities in general are still a growing and more and more important influence on everyday life. According to corresponding studies it seems that context conditions as well as individual factors such as gender play an important role in the experience of virtual environments (i.e. immersion and technology-related anxiety) and in the rating of the used technology (i.e. its perceived usefulness). Thus, the objective of the current study was to evaluate the above mentioned factors in a group of 14 women and 14 men using two different emotionally charged collaborative virtual environments. The corresponding results indicate that there are in fact gender differences: Women reported higher levels of technology-related anxiety and immersion. In general, participants in the rainy condition rated the usefulness of the virtual environment higher. Also, women in the rainy condition rated the perceived usefulness higher than women in the cheerful condition whereas in the group of men it was vice versa.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Agarwal, R., Karahanna, E.: Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs about Information Technology Usage. MIS Quarterly 24(4), 665–694 (2000)

    Article  Google Scholar 

  2. Braak, J.: Domains and determinants of university students’ self-perceived computer competence. Computers & Education 43(3), 299–312 (2004)

    Article  Google Scholar 

  3. Davis, F., Bagozzi, P., Warshaw, P.: User acceptance of computer technology - a comparison of two theoretical models. Management Science 35(8), 982–1003 (1989)

    Article  Google Scholar 

  4. ESA. Essential Facts about the Computer and Video Game Industry 2012: Sales, Demographic and Usage Data (2012), http://www.theesa.com/facts/pdfs/esa_ef_2012.pdf (May 29, 2013)

  5. Fallows, D.: How women and men use the Internet (2005), http://www.pewinternet.org/Reports/2005/How-Women-and-Men-Use-the-Internet.aspx (May 29, 2013)

  6. Felnhofer, A., Kothgassner, O.D., Beutl, L., Hlavacs, H., Kryspin-Exner, I.: Is virtual reality made for men only? Exploring gender differences in the sense of presence. In: Annual Proceedings of the International Society on Presence Research. Philadelphia, USA (2012)

    Google Scholar 

  7. Fetscherin, M., Lattemann, C.: User acceptance of virtual worlds. Journal of Electronic Commerce Research 9(3), 231–242 (2008)

    Google Scholar 

  8. Fishbein, M.A., Ajzen, I.: Belief, Attitude, Intention, and Behavior: An Introduction to Theory and Research. Addison-Wesley (1975)

    Google Scholar 

  9. Hartmann, T., Klimmt, C.: Gender and computer games: Exploring females’ dislikes. Journal of Computer-Mediated Communication 11(4), article 2 (2006)

    Article  Google Scholar 

  10. Hsu, C.L., Lu, H.P.: Why do people play on-line games? An extended TAM with social influences and flow experience. Information & Management 41(7), 853–868 (2004)

    Article  Google Scholar 

  11. IJsselsteijn, W.A.: Presence in Depth. Eindhoven: Technische Universiteit Eindhoven (2004)

    Google Scholar 

  12. Jennett, C., Cox, A.L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., Walton, A.: Measuring and defining the experience of immersion in games. International Journal of Human-Computer Studies 66, 641–661 (2008)

    Article  Google Scholar 

  13. Kothgassner, O.D., Felnhofer, A., Beutl, L., Hlavacs, H., Lehenbauer, M., Stetina, B.: A virtual training tool for giving talks. In: Herrlich, M., Malaka, R., Masuch, M. (eds.) ICEC 2012. LNCS, vol. 7522, pp. 53–66. Springer, Heidelberg (2012)

    Chapter  Google Scholar 

  14. Kothgassner, O.D., Felnhofer, A., Hauk, N., Kastenhofer, E., Gomm, J., Kryspin-Exner, I.: TUI. Technology Usage Inventory. FFG, Wien (2013), http://www.ffg.at/sites/default/files/allgemeine_downloads/thematische%20programme/programmdokumente/tui_manual.pdf

  15. Lombard, M., Ditton, T.: At the heart of it all: the concept of presence. Journal of Computer-Mediated Communication 3(2) (1997)

    Article  Google Scholar 

  16. Nicovich, S.G., Boller, G.W., Cornwell, T.B.: Experienced Presence within Computer-Mediated Communications: Initial Explorations on the Effects of Gender with Respect to Empathy and Immersion. Journal of Computer-Mediated Communication 10(2) (2005)

    Article  Google Scholar 

  17. Ong, C.S., Lai, J.Y.: Gender differences in perceptions and relationships among dominants of e-learning acceptance. Computers in Human Behavior 22(5), 816–829 (2006)

    Article  Google Scholar 

  18. Papastergiou, M., Solomonidou, C.: Gender issues in internet access and favourite internet activities among Greek high school pupils inside and outside school. Computers & Education 44(4), 377–393 (2005)

    Article  Google Scholar 

  19. Riva, G., Mantovani, F., Capideville, C.S., Preziosa, A., Morganti, F., Villani, D., Alcaiz, M.: Affective interactions using virtual reality: The link between presence and emotions. CyberPsychology & Behavior 10(1), 45–56 (2007)

    Article  Google Scholar 

  20. Sanchez-Franco, M.J.: Exploring the influence of gender on the web usage via partial least squares. Behaviour & Information Technology 25(1), 19–36 (2006)

    Article  Google Scholar 

  21. Schumacher, P., Morahan-Martin, J.: Gender, internet and computer attitudes and experiences. Computers in Human Behavior 17(1), 95–110 (2001)

    Article  Google Scholar 

  22. Slater, M., Usoh, M.: Body centred interaction in immersive virtual environments. Artificial life and Virtual Reality 1, 125–148 (1994)

    Google Scholar 

  23. Szell, M., Thurner, S.: How women organize social networks different from men. Scientific Reports 3 (2013)

    Google Scholar 

  24. Terzis, V., Economides, A.A.: Computer based assessment: Gender differences in perceptions and acceptance. Computers in Human Behavior 27(6), 2108–2122 (2011)

    Article  Google Scholar 

  25. Toet, A., van Welie, M., Houtkamp, J.: Is a dark virtual environment scary? CyberPsychology & Behavior 12(4), 363–371 (2009)

    Article  Google Scholar 

  26. Venkatesh, V., Morris, M.G., Davis, G.B., Davis, F.D.: User acceptance of information technology: Toward a unified view. MIS Quarterly Archive 27(3), 425–478 (2003)

    Article  Google Scholar 

  27. Whitley, B.E.: Gender differences in computer-related attitudes and behavior: A meta-analysis. Computers in Human Behavior 13(1), 1–22 (1997)

    Article  Google Scholar 

  28. Williams, D., Consalvo, M., Caplan, S., Yee, N.: Looking for gender: Gender roles and behaviors among online gamers. Journal of Communication 59(4), 700–725 (2009)

    Article  Google Scholar 

  29. Witmer, B.G., Singer, M.J.: Measuring presence in virtual environments: A presence questionnaire. Presence: Teleoperators and Virtual Environments 7, 225–240 (1998)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2013 Springer International Publishing Switzerland

About this paper

Cite this paper

Schmidt, M., Kafka, J.X., Kothgassner, O.D., Hlavacs, H., Beutl, L., Felnhofer, A. (2013). Why Does It Always Rain on Me? Influence of Gender and Environmental Factors on Usability, Technology Related Anxiety and Immersion in Virtual Environments. In: Reidsma, D., Katayose, H., Nijholt, A. (eds) Advances in Computer Entertainment. ACE 2013. Lecture Notes in Computer Science, vol 8253. Springer, Cham. https://doi.org/10.1007/978-3-319-03161-3_29

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-03161-3_29

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-03160-6

  • Online ISBN: 978-3-319-03161-3

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics