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A Systematic Review of Social Presence: Definition, Antecedents, and Implications
Open accessAbstract
Social presence, or the feeling of being there with a "real" person, is a crucial component of interactions that take place in virtual reality. This paper reviews the concept, antecedents, and implications of social presence, with a focus on the literature regarding the predictors of social presence. The article begins by exploring the concept of social presence, distinguishing it from two other dimensions of presence-telepresence and self-presence. After establishing the definition of social presence, the article offers a systematic review of 233 separate findings identified from 152 studies that investigate the factors (i.e., immersive qualities, contextual differences, and individual psychological traits) that predict social presence. Finally, the paper discusses the implications of heightened social presence and when it does and does not enhance one's experience in a virtual environment.
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“Through the incorporation of avatars into networked virtual environments, IVR also offers older adults the opportunity to connect with others in a more meaningful way compared with other communication mediums [6] where meeting in person may not be possible—a reality forced upon many of us during the COVID-19 pandemic [7].”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [6]
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“Specifically, intuitive interfaces and human-like feedback help individuals regain confidence in problem-solving, compensating for the control lost due to mortality salience, thereby increasing preference for anthropomorphized products [29].”
From Anthropomorphic Design in Mortality Salience Situations: Exploring Emotional and Non-Emotional Mechanisms Enhancing Consumer Purchase Intentions (2024) · cites this paper as [29]
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In the citing paper
“Mortality salience often leads to a reduced sense of control; however, anthropomorphic design, through its human-like understanding and feedback mechanisms, effectively enhances users’ sense of control [29].”
From Anthropomorphic Design in Mortality Salience Situations: Exploring Emotional and Non-Emotional Mechanisms Enhancing Consumer Purchase Intentions (2024) · cites this paper as [29]
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Citations
Cites
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“In contrast to these medium-centric views of social presence, Walther (1992) argued that individuals are capable of adapting to different communication media, and can thus achieve their communication goals accordingly.”
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“Social presence refers to “the salience of the interact-ants and their interpersonal relationship during a mediated conversation” (Oh et al. 2018, p.2).”
BackgroundSocial Presence: Conceptualization and Measurement
Kreijns, K., Xu, K. M., & Weidlich, J. (2021) · Educational Psychology Review · doi:10.1007/s10648-021-09623-8 · Cited by 446
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“For developing our theoretical framework, we combine fundamental insights of research on virtual reality (e.g., Oh et al., 2018) and RMSIs on the 2D internet (e.g., Brucks & Levav, 2022).”
BackgroundMethodInfluentialService robots: Applying social exchange theory to better understand human–robot interactions
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“…of belonging to a meaningful learning community is emphasized as an important factor of students ’ learning experience in online learning, especially because it is difficult to make their social presence perceptible in the online environment (Joksimovi (cid:2) c et al., 2015; Oh et al., 2018).”
BackgroundFuture directions for chatbot research: An interdisciplinary research agenda
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“SPT suggests that digital media vary in their ability to transmit social cues and thereby facilitate social presence through computer-mediated interpersonal communication (for a systematic review see Oh et al., 2018).”
BackgroundSocial Interaction With Agents and Avatars in Immersive Virtual Environments: A Survey
Kyrlitsias, C., & Michael‐Grigoriou, D. (2022) · Frontiers in Virtual Reality · doi:10.3389/frvir.2021.786665 · Cited by 251
“A systematic review (Oh et al., 2018) reported that approximately half of the studies surveyed showed an impact of agency on social presence, whereas in the remaining half of the studies the participants perceived similar levels of social presence regardless of the level of agency.”
BackgroundResultInfluentialSocial interaction in augmented reality
Miller, M. R., Jun, H., Herrera, F., Villa, J. Y., Welch, G., & Bailenson, J. N. (2019) · PLoS ONE · doi:10.1371/journal.pone.0216290 · Cited by 235
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BackgroundAI companions for lonely individuals and the role of social presence
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BackgroundHuman-AI interaction research agenda: A user-centered perspective
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Chen, J., Guo, F., Ren, Z., Li, M., & Ham, J. R. C. (2023) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2023.2193514 · Cited by 96
“Social presence is increased when users are exposed to agents with human-like features (Oh et al., 2018).”
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“…the finding of this study is the first to link the “ medium-centric social presence ” which is defined as the degree of social cues afforded by a digital environment as computer-mediated communication medium (Oh et al., 2018; Short et al., 1976; Yoo & Alavi, 2001) with multiple source effect.”
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“, 1992), as well as both spatial and social presence, their measures of the latter were limited such that spatial presence was captured only through the coding of a single open-ended question related to overall user experience, while social presence—a notably multidimensional construct (Biocca et al., 2003; Cummings a…”
BackgroundInfluentialXu, K. (2019) · New Media & Society · doi:10.1177/1461444819851479 · Cited by 88
“Although gender is one of the most commonly examined individual factors in relation to social presence, scholars have not reached consensus on the gender effects (Oh et al., 2018).”
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Yaremych, H., & Persky, S. (2019) · Journal of Experimental Social Psychology · doi:10.1016/j.jesp.2019.103845 · Cited by 90
“…variables that contribute to higher versus lower levels of social presence and social influence in VR, including those related to the realism and agency of the virtual interaction partner and the degree of automaticity in the task being performed (Blascovich, 2002; Oh, Bailenson, & Welch, 2018).”
BackgroundChatbot-Based Services: A Study on Customers’ Reuse Intention
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“As Oh et al. (2018) argued, there are a number of factors that impact social presence in an online environment, and one way to ensure presence and connection is for participants to both show their face and use eye contact.”
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BackgroundImmersion and Coherence: Research Agenda and Early Results
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“(For now, we exclude social presence, which merits an entire publication on its own, and has in fact received an excellent recent survey by Oh, Bailenson, and Welch [39].”
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“Both academic researchers and practitioners are highly interested in studying the factors that increase social presence as it often predicts positive communication outcomes [25] [14] [32].”
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“For mediated interactions, while there is considerable research on the construct of social presence [15, 131], there is not a widely accepted definition for a mediated genuine feeling of connection that might be facilitated by such social presence.”
BackgroundA Design Space for Social Presence in VR
Yassien, A., Elagroudy, P., Makled, E., & Abdennadher, S. (2020) · Nordic Conference on Human-Computer Interaction · doi:10.1145/3419249.3420112 · Cited by 64
“For a comprehensive account of the recent literature on social presence in VR, we encourage the reader to check [46].”
BackgroundInfluentialNg, M., Coopamootoo, K., Toreini, E., Aitken, M., Elliot, K., & van Moorsel, A. (2020) · IEEE European Symposium on Security and Privacy Workshops (EuroS&PW) · doi:10.1109/eurospw51379.2020.00034 · Cited by 94
“This feeling and perception of interacting with a human being is also known as ’social presence’ [6], [14], [15].”
BackgroundPoint-cloud avatars to improve spatial communication in immersive collaborative virtual environments
Gamelin, G., Chellali, A., Cheikh, S., Ricca, A., Dumas, C., & Otmane, S. (2020) · Personal and Ubiquitous Computing · doi:10.1007/s00779-020-01431-1 · Cited by 67
“Several studies have investigated the effects of the presence and the realism of the partner’s avatar in CVEs with results indicating that people feel higher levels of social presence when there is a visual representation available [20].”
Miloff, A., Carlbring, P., Hamilton, W., Andersson, G., Reuterskiöld, L., & Lindner, P. (2020) · Journal of Medical Internet Research · doi:10.2196/16660 · Cited by 60
Medeiros, D., Mcgill, M., Ng, A., McDermid, R., Pantidi, N., Williamson, J., & Brewster, S. (2022) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2022.3203002 · Cited by 62
“The animations represented different activities (e.g., typing on a laptop, talking to each other, moving their hands) to make them appear more life-like and recreate real-world social situations, increasing their perceived social presence [49].”
BackgroundExploring Viewers' Experiences of Parasocial Interactions with Videogame Streamers on Twitch
Wulf, T., Schneider, F., & Queck, J. (2021) · Cyberpsychology, Behavior, and Social Networking · doi:10.1089/cyber.2020.0546 · Cited by 61
“…presence defined as ‘‘the subjective experience of being present with a ‘‘real’’ person and having access to his or her thoughts and emotions’’ 16 (p1), interactivity can increase feelings of social presence 17 through enhancing the perception that one is talking with an intelligent being…”
Çelık, F., & Baturay, M. H. (2024) · BMC Psychology · doi:10.1186/s40359-024-01549-4 · Cited by 109
“This may play a key role in how the metaverse facilitates learning by providing higher degrees of social presence [37, 67, 68], enjoyment [69] and cognitive abilities [69, 70].”
BackgroundSocial presence and place illusion are affected by photorealism in embodied VR
Zibrek, K., & McDonnell, R. (2019) · Motion in Games · doi:10.1145/3359566.3360064 · Cited by 54
“Virtual embodiment was also found to be important for distance perception [Mohler et al. 2010; Ries et al. 2008] and collaboration style [Pan and Steed 2017].”
BackgroundVoices of the unsung: The role of social presence and interactivity in building empathy in 360 video
Pimentel, D., Kalyanaraman, S., Lee, Y.-H., & Halan, S. (2021) · New Media & Society · doi:10.1177/1461444821993124 · Cited by 58
“…(e.g. experiencing mutual gaze), and despite a lack of uniformity in definition and measurement, scholars largely acknowledge that social presence extends beyond mere mutual awareness and is in fact a multidimensional construct (see Oh et al., 2018 for a systematic review of social presence).”
BackgroundCross Reality (XR): Challenges and Opportunities Across the Spectrum
Ziker, C., Truman, B., & Dodds, H. (2021) · Innovative Learning Environments in STEM Higher Education · doi:10.1007/978-3-030-58948-6_4 · Cited by 58
Tactile display of softness on fingertip
Frediani, G., & Carpi, F. (2020) · Scientific Reports · doi:10.1038/s41598-020-77591-0 · Cited by 58
Towards a typology of virtual events
Yung, R., Le, T. H., Moyle, B., & Arcodia, C. (2022) · Tourism Management · doi:10.1016/j.tourman.2022.104560 · Cited by 79
Collaborative Virtual Reality for Laparoscopic Liver Surgery Training
Chheang, V., Saalfeld, P., Huber, T., Huettl, F., Kneist, W., Preim, B., & Hansen, C. (2019) · International Conference on Artificial Intelligence and Virtual Reality · doi:10.1109/aivr46125.2019.00011 · Cited by 55
Dunmoye, I. D., Rukangu, A., May, D., & Das, R. P. (2024) · Computers & Education X Reality · doi:10.1016/j.cexr.2024.100054 · Cited by 60
Humans Vs. Service Robots as Social Actors in Persuasion Settings
Lee, H., & Yi, Y. (2024) · Journal of Service Research · doi:10.1177/10946705241278842 · Cited by 58
“In contrast to previous research that predominantly emphasizes the positive effects of anthropomorphic robots (Blut et al. 2021; Oh, Bailenson, and Welch 2018; Yoganathan et al. 2021), this study reveals a critical insight: consumers attribute social agency to these robots with human-like social…”
Lim, S., Schmälzle, R., & Bente, G. (2025) · Computers in Human Behavior Artificial Humans · doi:10.1016/j.chbah.2025.100172 · Cited by 58
“…the operationalization of these dimensions may vary, studies suggest that co-presence and social presence are closely associated with outcomes including overall satisfaction with the media (Bulu, 2012), attraction (Lee et al., 2006), and behavioral intentions (Kang and Kim, 2022; Oh et al., 2018).”
Wibawa, B., Baihaqi, I., Nareswari, N., Mardhotillah, R. R., & Pramesti, F. (2022) · International Journal of Business Society · doi:10.33736/ijbs.4596.2022 · Cited by 53
“Studies have shown that social presence is related to various positive communication outcomes, such as persuasion and attraction (Oh et al., 2018).”
BackgroundDo Prosody and Embodiment Influence the Perceived Naturalness of Conversational Agents' Speech?
Ehret, J., Bönsch, A., Aspöck, L., Röhr, C. T., Baumann, S., Grice, M., Fels, J., & Kuhlen, T. (2021) · ACM Transactions on Applied Perception · doi:10.1145/3486580 · Cited by 53
Chan, S. H. M., Qiu, L., & Xie, T. (2023) · Computers in Human Behavior · doi:10.1016/j.chb.2023.107926 · Cited by 60
Socially Assistive Robots as Storytellers that Elicit Empathy
Spitale, M., Okamoto, S., Gupta, M., Xi, H., & Matarić, M. J. (2022) · ACM Transactions on Human-Robot Interaction · doi:10.1145/3538409 · Cited by 45
“The sense of social presence increases when users perceive the robot as an agent having social attitudes and social behaviors [41, 68].”
BackgroundHoltzman, S., Kushlev, K., Wozny, A., & Godard, R. J. P. (2021) · Journal of Social and Personal Relationships · doi:10.1177/02654075211043296 · Cited by 51
Extended Reality for Enhanced Telehealth During and Beyond COVID-19: Viewpoint
Ong, T., Wilczewski, H., Paige, S. R., Soni, H., Welch, B. M., & Bunnell, B. E. (2021) · JMIR Serious Games · doi:10.2196/26520 · Cited by 58
“Although patients reported positive perceptions of this audio-only VR therapist, visually and behaviorally realistic VR therapists have been shown to evoke greater perceived presence [135].”
BackgroundArtificial Intelligence and the Psychology of Human Connection
Boyd, R. L., & Markowitz, D. M. (2026) · Perspectives on Psychological Science · doi:10.1177/17456916251404394 · Cited by 78
“3a)—the sense that one is interacting with an intentional, engaged agent (Oh et al., 2018).”
Khojasteh, N., & Won, A. S. (2021) · Frontiers in Virtual Reality · doi:10.3389/frvir.2021.643331 · Cited by 45
“One of the most common de fi nition of presence de fi nes it as subjective experience of being in the virtual environment (Slater and Wilbur, 1997; Oh et al., 2018).”
BackgroundQuestionnaires for evaluating virtual reality: A systematic scoping review
Bareišytė, L., Slatman, S., Austin, J., Rosema, M., van Sintemaartensdijk, I., Watson, S. J., & Bode, C. (2024) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2024.100505 · Cited by 66
Li, M., & Hua, Y. (2022) · Frontiers in Psychology · doi:10.3389/fpsyg.2021.810181 · Cited by 61
“Based on the various antecedents that impact social presence proposed by Oh et al. (2018), future research could explore the influences of other factors on different dimensions of social presence in live streaming commerce.”
BackgroundExtended Reality for the Clinical, Affective, and Social Neurosciences
Parsons, T. D., Gaggioli, A., & Riva, G. (2020) · Brain Sciences · doi:10.3390/brainsci10120922 · Cited by 63
Acceptance and Effectiveness of a Virtual Reality Public Speaking Training
Palmas, F., Cichor, J. E., Plecher, D. A., & Klinker, G. (2019) · Proceedings - International Symposium on Mixed and Augmented Reality, ISMAR · doi:10.1109/ismar.2019.00034 · Cited by 57
Song, S., Yao, X., Zhao, Y., & Ba, Z. (2024) · Journal of Retailing and Consumer Services · doi:10.1016/j.jretconser.2024.103750 · Cited by 57
IEEEVR2020: Exploring the First Steps Toward Standalone Virtual Conferences
Ahn, S. J. G., Levy, L., Eden, A., Won, A. S., MacIntyre, B., & Johnsen, K. (2021) · Frontiers in Virtual Reality · doi:10.3389/frvir.2021.648575 · Cited by 48
“Socialpresence for each of the media platforms the attendees used during the conference was measured with four 5-point Likert-type items that were adapted from earlier literature (Oh et al., 2018).”
BackgroundMethodCofini, V., Perilli, E., Moretti, A., Bianchini, V., Perazzini, M., Muselli, M., Lanzi, S., Tobia, L., Fabiani, L., & Necozione, S. (2022) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph19138214 · Cited by 66
VR Almost There: Simulating Co-located Multiplayer Experiences in Social Virtual Reality
Sykownik, P., Karaosmanoglu, S., Emmerich, K., Steinicke, F., & Masuch, M. (2023) · International Conference on Human Factors in Computing Systems · doi:10.1145/3544548.3581230 · Cited by 46
“If relevant in the context, avatars should provide mimics, one of the most important stimuli to contribute to sociality [68, 81].”
BackgroundWhat was Hybrid? A Systematic Review of Hybrid Collaboration and Meetings Research
Neumayr, T., Saatçi, B., Rintel, S., Klokmose, C., & Augstein, M. (2021) · arXiv.org · doi:10.48550/arxiv.2111.06172 · Cited by 46
“SLRs often have a rather narrow focus on one specific delimitable characteristic or dimension, for example on Social Presence in virtual environments [143] (here the authors additionally focus on “predictors of social presence”), on technologies which support awareness in collaborative systems [120], or on explanation…”
BackgroundEffects of Avatar player-similarity and player-construction on gaming performance
Rahill, K. M., & Sebrechts, M. (2021) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2021.100131 · Cited by 46
A Methodological Framework for Assessing Social Presence in Music Interactions in Virtual Reality
Kerrebroeck, B. V., Caruso, G., & Maes, P. (2021) · Frontiers in Psychology · doi:10.3389/fpsyg.2021.663725 · Cited by 44
“In addition, (bodily) acting within a virtual social context may create a sense of being together (co-presence), or interacting with others (social presence) while actually being physically remote (Short et al., 1976; Garau et al., 2005; Parsons et al., 2017; Oh et al., 2018).”
BackgroundMethodGaze Behavior in Social Fear Conditioning: An Eye-Tracking Study in Virtual Reality
Reichenberger, J., Pfaller, M. A., & Mühlberger, A. (2020) · Frontiers in Psychology · doi:10.3389/fpsyg.2020.00035 · Cited by 51
Using Socially Expressive Mixed Reality Arms for Enhancing Low-Expressivity Robots
Groechel, T., Shi, Z., Pakkar, R., & Matarić, M. (2019) · IEEE International Symposium on Robot and Human Interactive Communication · doi:10.1109/ro-man46459.2019.8956458 · Cited by 46
“For socially interactive robots, social presence depends on the ability to communicate expected social behaviors through the robot’s available modalities [6], [25].”
BackgroundState of the art on immersive virtual reality and its use in developing meaningful empathy
Villalba, É. E., Azócar, A. L. S. M., & Jacques-García, F. (2021) · Computers & electrical engineering · doi:10.1016/j.compeleceng.2021.107272 · Cited by 46
Zhang, K., Deldari, E., Yao, Y., & Zhao, Y. (2023) · International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS) · doi:10.1145/3597638.3608388 · Cited by 37
“Unlike the PC-based virtual worlds where users rely on a mouse and a keyboard to manipulate their avatars on a 2D screen [40], social VR afords embodied frst-person avatar experience and simulates “face-to-face” interactions via full-body tracking and synchronous verbal communications [47, 51, 73].”
BackgroundBiased by being there: The persuasive impact of spatial presence on cognitive processing
Breves, P. L. (2021) · Computers in Human Behavior · doi:10.1016/j.chb.2021.106723 · Cited by 57
Bailenson, J., Beams, B., Brown, J., Deveaux, C., Han, E., Queiroz, A. C. M., Ratan, R., Santoso, M., Srirangarajan, T., Tao, Y.-J., et al. (2024) · Technology, Mind, and Behavior · doi:10.1037/tmb0000129 · Cited by 44
“…initially conceptualized as the experience of emotional and psychological closeness between people during mediated communication (Short et al., 1976), or more recently as the level of perceptual salience of other social actors as “ real ” (for a review, see Cummings & Wertz, 2023; Oh et al., 2018).”
BackgroundSelf-citation
Metadata
- Authors
- Oh, C. S., Bailenson, J. N., & Welch, G. F.
- Affiliations
- Stanford University (US)
- Corresponding author
- Oh, Catherine S.
- ORCID
- Bailenson, Jeremy N.
- Venue
- Frontiers in Robotics and AI
- Publisher
- Frontiers Media SA
- Published
- 2018-10-15
- Volume
- 5
- Pages
- 114-114
- ISSN
- 2296-9144 (ISSN-L)
- PMC
- PMC7805699
- OpenAlex
- W2896735034
- Cited by
- 1,032
- References
- 253
- Citations by year
- 2026: 174 · 2025: 206 · 2024: 167 · 2023: 168 · 2022: 118 · 2021: 118 · 2020: 59 · 2019: 20 · 2018: 1
- FWCI
- 6.16
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Locations
- Frontiers in Robotics and AI (publishedVersion, cc-by)
- Europe PMC (PubMed Central) (publishedVersion, cc-by)
- PubMed Central (publishedVersion, cc-by)
- PubMed (publishedVersion)
- Journal of International Crisis and Risk Communication Research (submittedVersion)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- Funders
- National Science Foundation (1800961)
- Office of Naval Research (N00014-17-1, N00014-17-1-2927, N00014, N00014-17)
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Social Sciences › Psychology › Social Psychology › Social Robot Interaction and HRI
- Social Sciences › Education › Online and Blended Learning
- Keywords
- social presence, telepresence, self-presence, virtual reality, contextual factors, individual psychological characteristics, virtual worlds, human-robot interaction
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