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Autori principali: Chessa, Manuela, Chessa, Michela, Gerini, Lorenzo, Martini, Matteo, Naneva, Kaloyana, Solari, Fabio
Natura: Preprint
Pubblicazione: 2026
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Accesso online:https://arxiv.org/abs/2601.02214
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author Chessa, Manuela
Chessa, Michela
Gerini, Lorenzo
Martini, Matteo
Naneva, Kaloyana
Solari, Fabio
author_facet Chessa, Manuela
Chessa, Michela
Gerini, Lorenzo
Martini, Matteo
Naneva, Kaloyana
Solari, Fabio
contents 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.
format Preprint
id arxiv_https___arxiv_org_abs_2601_02214
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Avatar Exposure and Strategic Coordination in Virtual Reality: Evidence from a Threshold Public Goods Experiment
Chessa, Manuela
Chessa, Michela
Gerini, Lorenzo
Martini, Matteo
Naneva, Kaloyana
Solari, Fabio
Human-Computer Interaction
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.
title Avatar Exposure and Strategic Coordination in Virtual Reality: Evidence from a Threshold Public Goods Experiment
topic Human-Computer Interaction
url https://arxiv.org/abs/2601.02214