Cited by 320Social Robot Interaction and HRIVirtual Reality Applications and ImpactsDigital Games and Media

The DOI matches its Crossref record; 93 of the 94 references it cites were found in a registry or an index.

Avatars Versus Agents: A Meta-Analysis Quantifying the Effect of Agency on Social Influence

Abstract

Existing research has investigated whether virtual representations perceived to be controlled by humans (i.e., avatars) or those perceived to be controlled by computer algorithms (i.e., agents) are more influential. A meta-analysis (N = 32) examined the model of social influence in virtual environments (Blascovich, 2002) and investigated whether agents and avatars in virtual environments elicit different levels of social influence. Results indicated that perceived avatars produced stronger responses than perceived agents. Level of immersion (desktop vs. fully immersive), dependent variable type (subjective vs. objective), task type (competitive vs. cooperative vs. neutral), and actual control of the representation (human vs. computer) were examined as moderators. An interaction effect revealed that studies conducted on a desktop that used objective measures showed a stronger effect for agency than those that were conducted on a desktop but used subjective measures. Competitive and cooperative tasks showed greater agency effects than neutral tasks. Studies in which both conditions were actually human controlled showed greater agency effects than studies in which both conditions were actually computer controlled. We discuss theoretical and design implications for human–computer interaction and computer-mediated communication.

Overview

Integrity signals

Registry

Crossref · 10.1080/07370024.2014.921494

Cites

93 of 93 references verified0 citation errors · 0 not checkable

Statistics

Recomputing p-values needs the paper’s full text.

Verification

Claims the paper makes

We couldn’t retrieve this paper’s full text, so its claims and self-check weren’t run. The registry and citation checks still apply.

Claims other papers make about this one

Each is checked against this paper’s own text: does it say what the citing paper says it does?

Citations

Cites

Research works printed but not linked: 18

  1. Ahn S. J., Framing virtual experiences: Effects on environmental efficacy and behavior over time
  2. 10.1177/0146167203029007002 · DOI
  3. 10.1007/s10956-009-9180-4 · DOI · Paper page
  4. 10.1111/j.1468-2958.2006.00279 · DOI
  5. 10.1027/1864-1105.21.3.95 · DOI
  6. Gajadhar B. J., 2008, Proceedings of the FnG 2008 International Conference on Fun and Games
  7. 10.1080/15213260701300865 · DOI
  8. 10.2307/2746461 · DOI
  9. Merritt T., 2012, Proceedings of the CHI 2012 Conference on Human Factors in Computer Systems
  10. Merritt T., 2011, Proceedings of the FDG 2011 International Conference on Foundations of Digital Games
  11. Mori M., 1970, Energy, 7, 33
  12. 10.1080/01449290500331156 · DOI
  13. Okita S. Y., 2008, Proceedings of the ICSL 2008 International Conference on International Conference for the Learning Sciences
  14. Ong C., 2012, Proceedings of the CHI 2012 Australian Computer–Human Interaction Conference
  15. 10.1080/15213260701301236 · DOI
  16. Segovia K. Y., Virtual first impressions and their persistence in the physical world
  17. Swinth K. R., 2001, Conformity to group norms in an immersive virtual environment
  18. Yee N., 2007, Proceedings of the CHI 2007 Conference on Human Factors in Computer Systems

Cited by

Sorted by citations

See all 320

Metadata

Authors
Fox, J., Ahn, S. J. (., Janssen, J. H., Yeykelis, L., Segovia, K. Y., & Bailenson, J. N.
Affiliations
  • The Ohio State University (US)
  • University of Georgia (US)
  • Eindhoven University of Technology (NL)
  • Stanford University (US)
Venue
Human–Computer Interaction
Published
2014-05-12
Volume
30
Issue
5
Pages
401-432
ISSN
  • 0737-0024 (ISSN-L)
  • 1532-7051
OpenAlex
W1964044925
Cited by
320
References
94
Citations by year
2026: 24 · 2025: 40 · 2024: 44 · 2023: 51 · 2022: 34 · 2021: 31 · 2020: 27 · 2019: 18 · 2018: 15 · 2017: 18 · 2016: 9 · 2015: 8 · 2014: 1
FWCI
1.71
Type
journal article
Language
en
Open access
closed
Locations
Human-Computer Interaction (publishedVersion)
Funders
NSF (0966838)
Topics
  • Social Sciences › Psychology › Social Psychology › Social Robot Interaction and HRI
  • Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
  • Social Sciences › Sociology and Political Science › Digital Games and Media
Keywords
social influence, avatars, computational agents, perceived agency, virtual worlds, immersion, computer-mediated communication

About these checks

Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

Statistics and arithmetic are recomputed, not judged.

Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.

What counts as a claim ›How we measure confidence ›How we check this ›

Are you an author, or do you see a problem with this page? Request a review