2026· Communications of the Association for Information Systems· Vol 58, pp. 104· 0 citations
Computer Science
TL;DR
The papers collectively show that immersive technologies do not make existing IS theories obsolete, however, they do challenge established constructs in ways that demand both theoretical extension and methodological adaptation.
Abstract
Immersive technologies such as virtual reality (VR), augmented reality (AR), mixed reality (MR), the Metaverse, and IoT systems are reshaping how users interact with digital platforms, shifting them from screen-mediated interaction to embodied experience. This shift raises a fundamental question for the Information Systems discipline: Does immersive technology constitute a new class of IT artifact? This special issue brings together nine papers that address this question from diverse theoretical and methodological perspectives. The contributions are organized around four emergent themes: the conceptual foundations of immersive IT artifacts; individual characteristics and contextual factors that shape adoption; presence, trust, and intrinsic motivation as drivers of user engagement; and the link between immersive IS design and economic value. The papers collectively show that immersive technologies do not make existing IS theories obsolete. However, they do challenge established constructs in ways that demand both theoretical extension and methodological adaptation. This editorial note presents the special issue’s contributions, situates them within the broader IS discourse on IT artifacts, and outlines a future research agenda for this evolving domain.
Immersive technologies such as augmented reality (AR), virtual reality (VR), and the metaverse are transforming contemporary consumer experiences. While prior research has largely emphasized their ability to enhance engagement, enjoyment, and decision-making, less is known about how these technologies shape consumer we...
S. Lee, Na-An Ju· Journal of Theoretical and A...· 0 citations
Rooted in phenomenological anthropology, research among Social Virtual Reality (SVR) users in VRChat suggests a more complex process, which develops gradually via prolonged exposure and bodily attunement, shifting from initial novelty toward practices of optimization.
David Berliner· PRESENCE: Virtual and Augmen...· 0 citations
The shift toward digitalisation accelerated the usage of online exhibitions; however, flat-screen platforms are still constrained in terms of spatial experience, interactivity, and social presence, all of which are required in industrial design education. This study addresses the lack of experiential quality in convent...
Addy Putra Md Zulkifli, Mohamad Iskandar Prastio, Shahrul Anuwar Mohamed Yusof et al.· ALAM CIPTA International Jou...· 0 citations
Social VR—immersive virtual environments where people interact in Virtual Reality—is entering an uncertain period. The metaverse has lost much of its force as an industry narrative that positioned Social VR as the future of work, learning, and online social life. Major platforms have struggled to sustain adoption, and...
Diego Gómez-Zará, Sun Joo (Grace) Ahn, Bree L. McEwan et al.· Proceedings of the 2026 Comp...· 0 citations
As XR technologies continuously evolve, research has increasingly examined XR systems that integrate multiple forms of reality. This has given rise to the concept of "multi‑reality", an experience that span user interactions across the Reality-Virtuality (RV) continuum: reality, augmented reality (AR), augmented virtua...
Tippayaporn Pavavimol, Xin-Yang Zhao, C. Er et al.· Adjunct Proceedings of the 1...· 0 citations
The article examines the emerging role of virtual and augmented reality technologies in distance learning. It addresses the challenges of adapting these technologies to enhance student learning outcomes. Particular attention is given to the neuropsychological mechanisms involved in reducing the “cognitive gap” and miti...
M. Chumak, Володимир Сушко, Yuliia Sylenko et al.· Brain: Broad Research in Art...· 1 citation
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