{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,5,27]],"date-time":"2026-05-27T17:35:53Z","timestamp":1779903353568,"version":"3.53.1"},"reference-count":51,"publisher":"Oxford University Press (OUP)","issue":"6","license":[{"start":{"date-parts":[[2022,5,12]],"date-time":"2022-05-12T00:00:00Z","timestamp":1652313600000},"content-version":"vor","delay-in-days":287,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2021,7,29]]},"abstract":"<jats:title>Abstract<\/jats:title>\n               <jats:p>Recently, there has been a burgeoning of immersive virtual reality (VR) applications in a variety of shapes, including gameful social VR. Despite a longstanding tradition of studying social factors in gameful computing, this perspective in the specific experiences of VR is only gaining traction. This highly multidisciplinary area of interest is immensely complex with potential consequences on individuals and social groups alike. To aid in constituting and systematizing this area of research from the early days, this paper explores 14 state-of-art publications on experimental research of social aspects in gameful VR. These were analysed predominantly based on the included manipulations and the studied outcomes resulting in the extraction of five and seven thematic wholes, respectively. Finally, based on the findings, four broad avenues to consider were emphasized as suggested paths for a comprehensive future of embodied gameful social VR application and research across a variety of disciplines.<\/jats:p>","DOI":"10.1093\/iwc\/iwac012","type":"journal-article","created":{"date-parts":[[2022,4,14]],"date-time":"2022-04-14T11:12:41Z","timestamp":1649934761000},"page":"583-595","source":"Crossref","is-referenced-by-count":19,"title":["Playing With Embodied Social Interaction: A Thematic Review of Experiments on Social Aspects in Gameful Virtual Reality"],"prefix":"10.1093","volume":"33","author":[{"given":"Mila","family":"Buji\u0107","sequence":"first","affiliation":[{"name":"Gamification Group, Tampere University , Kalevantie 4, 33100 Tampere, Finland"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Anna-Leena","family":"Macey","sequence":"additional","affiliation":[{"name":"Gamification Group, Tampere University , Kalevantie 4, 33100 Tampere, Finland"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Simo","family":"J\u00e4rvel\u00e4","sequence":"additional","affiliation":[{"name":"Gamification Group, Tampere University , Kalevantie 4, 33100 Tampere, Finland"},{"name":"Department of Psychology and Logopedics, Faculty of Medicine, University of Helsinki , 00100 Helsinki, Finland"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Juho","family":"Hamari","sequence":"additional","affiliation":[{"name":"Gamification Group, Tampere University , Kalevantie 4, 33100 Tampere, Finland"}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"286","published-online":{"date-parts":[[2022,5,11]]},"reference":[{"key":"2022080813110625200_ref1","doi-asserted-by":"crossref","first-page":"505","DOI":"10.1109\/VR.2018.8446448","article-title":"Agency enhances body ownership illusion of being a virtual bat","volume-title":"2018 IEEE Conf. 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