The DOI matches its Crossref record; 196 of the 253 references it cites were found in a registry or an index.
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.
Overview
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
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?
The source backs part of the claim, not all of it — or backs it for a different population, condition or comparison.
In the citing paper
“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]
Experimental — accuracy not yet measuredThe check wasn’t confident either way, so it gives no verdict — never disputed.
In the citing paper
“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]
Experimental — accuracy not yet measuredThe check wasn’t confident either way, so it gives no verdict — never disputed.
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]
Experimental — accuracy not yet measured
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Citations
Cites
Organizational Information Requirements, Media Richness and Structural Design
Daft, R. L., & Lengel, R. H. (1986) · Management Science · doi:10.1287/mnsc.32.5.554 · Cited by 9,868 · cited 3×
“Studies suggest that higher levels of social presence are more beneficial in equivocal contexts wherein there is no “correct” outcome, such as negotiations (Daft and Lengel, 1986; Garau et al., 2003).”
BackgroundMeasuring Presence in Virtual Environments: A Presence Questionnaire
Witmer, B. G., & Singer, M. J. (1998) · Presence: Teleoperators and Virtual Environments · doi:10.1162/105474698565686 · Cited by 6,371 · cited 1×
“Incontrast to immersion, presence is the subjective experience of actually being in the mediated virtual environment (Slater and Wilbur, 1997; Witmer and Singer, 1998; Walther and Parks, 2002).”
BackgroundThe social psychology of telecommunications
Parker, E., Short, J., Williams, E., & Christie, B. (1976) · Contemporary Sociology A Journal of Reviews · doi:10.2307/2065899 · Cited by 6,031 · cited 9×
“…with a virtual cat, view virtual humans in pain CA Canada Short et al., 1976; Nowak and Biocca, 2003 Engage in a video call with a remote participant using a telepresence robot AP Korea Choi et al., 2001 Short et al., 1976; Lombard, 1995 affordance(s) that influenced perceptions of social presence.”
BackgroundMethodInfluentialDefining virtual reality: Dimensions determining telepresence
Steuer, J. (1992) · Journal of Communication · doi:10.1111/j.1460-2466.1992.tb00812.x · Cited by 5,459 · cited 1×
“Telepresence can be defined as “the extent to which one feels present in the mediated environment, rather than in the immediate physical environment” (Steuer, 1992, p. 75).”
BackgroundComputer-Mediated Communication: Impersonal, Interpersonal, and Hyperpersonal Interaction
WALTHER, J. B. (1996) · Communication Research · doi:10.1177/009365096023001001 · Cited by 4,798 · cited 1×
“Walther (1996) later expanded this theory to posit that people who communicate via text-based CMC platforms could, in some cases, achieve even higher levels of social presence than FtF interactants by carefully selecting which facets of themselves they wish to reveal (i.e., hyperpersonal model of…”
BackgroundAt the Heart of It All: The Concept of Presence
Lombard, M., & Ditton, T. B. (2006) · Journal of Computer-Mediated Communication · doi:10.1111/j.1083-6101.1997.tb00072.x · Cited by 4,021 · cited 1×
“When the perception of telepresence is strong, people should no longer be aware that their experiences are being mediated through technology (Lombard and Ditton, 1997).”
BackgroundSlater, M., & Wilbur, S. (1997) · Presence: Teleoperators and Virtual Environments · doi:10.1162/pres.1997.6.6.603 · Cited by 3,034 · cited 4×
“William Gibson famously described cyberspace as a “consensual hallucination experienced daily by billions of legitimate operators, in every nation” ( Gibson, 1984, p. 51), portraying the social nature of “stepping through a barrier” (Slater and Wilbur, 1997, p. 2) into the virtual environment.”
BackgroundInfluentialPlace illusion and plausibility can lead to realistic behaviour in immersive virtual environments
Slater, M. (2009) · Philosophical Transactions of the Royal Society B: Biological Sciences · doi:10.1098/rstb.2009.0138 · Cited by 2,691 · cited 3×
“One significant concept that was not included due to this criterion was plausibility illusion (Slater, 2009).”
BackgroundInterpersonal Effects in Computer-Mediated Interaction
Walther, J. B. (1992) · Communication Research · doi:10.1177/009365092019001003 · Cited by 2,664 · cited 3×
“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.”
BackgroundToward a More Robust Theory and Measure of Social Presence: Review and Suggested Criteria
Biocca, F. A., Harms, C., & Burgoon, J. K. (2003) · PRESENCE Virtual and Augmented Reality · doi:10.1162/105474603322761270 · Cited by 2,365 · cited 3×
“…al., 2013 Gerhard et al., 2001; Bailenson et al., 2005 Interact with a virtual cat, view virtual humans in pain CA Canada Short et al., 1976; Nowak and Biocca, 2003 Engage in a video call with a remote participant using a telepresence robot AP Korea Choi et al., 2001 Short et al., 1976; Lombard,…”
BackgroundMethod
Flagged first, then by citations
57 of the 253 references couldn’t be matched to a known paper.
Research works printed but not linked: 38
- Alge, 2003, When does the medium matter? Knowledge-building experiences and opportunities in decision-making teams, Organ. Behav. Hum. Decis. Proces., 91, 26, 10.1016/S0749-5978(02)00524-1 · DOI
- Alghamdi, 2016, Social presence and mode of videocommunication in a collaborative virtual environment,
- Altman, 1973, Social Penetration: The Development of Interpersonal Relationships
- Aymerich-Franch, 2012, Effects of facial and voice similarity on presence in a public speaking virtual environment,
- Bente, 2007, Effects of simulated gaze on social presence, person perception and personality attribution in avatar-mediated communication,
- Biocca, 2002, Defining and measuring social presence: Contribution to the networked minds theory and measure,
- Biocca, 2001, The networked minds measure of social presence: pilot test of the factor structure and concurrent validity,
- Casanueva, 2001, The effects of avatars on co-presence in a collaborative virtual environment,
- Cuddetta, 2003, Scala di Presenza Sociale
- Cummings, 2012, How immersive is enough? A foundation for a meta-analysis of the effect of immersive technology on measured presence,
- Cummings, 2018, Technological predictors of social presence: A foundation for a meta-analytic review and empirical concept explication,
- Dalzel-Job, 2014, Social Interaction in Virtual Environments: the Relationship Between Mutual Gaze, Task Performance And Social Presence
- de Greef, 2014, Video communication best for female friends?
- DeSchryver, 2009, Moodle vs. Facebook: Does using Facebook for discussions in an online course enhance perceived social presence and student interaction?, 329
- Dicke, 2010, The influence of audio quality on the perception of social presence,
- Gibson, 1984, Neuromancer
- Gimpel, 2016, Customer satisfaction in digital service encounters: The role of media richness, social presence, and cultural distance,
- Gong, 2007, See minorities through the lens of ethnic identity: Reflected unto racial representations of real humans and virtual humans,
- Harms, 2004, Internal consistency and reliability of the networked minds social presence measure,
- Hauber, 2005, Social presence in two-and three-dimensional videoconferencing,
- Hayes, 2015, The Experience of Physical and Social Presence in a Virtual Learning Environment as Impacted by the Affordance of Movement Enabled by Motion Tracking
- Hills, 2005, Social Presence and Communication Quality in Videoconferencing
- IJsselsteijn, 2008, Measuring the experience of digital game enjoyment,
- Jordan, 2002, Collaboration in a mediated haptic environment,
- Kothgassner, 2014, Does social exclusion hurt virtually like it hurts in real-life? the role of agency and social presence in the perception and experience of social exclusion,
- Lanier, 2017, Dawn of the New Everything: Encounters With Reality And Virtual Reality
- Lee, 2007, Effects of networked interactivity in educational games: Mediating effects of social presence,
- Lombard, 2000, Measuring presence: a literature-based approach to the development of a standardized paper-and-pencil instrument,
- Lombard, 2009, Measuring (tele)presence: the Temple Presence Inventory,
- Nowak, 2001, Defining and differentiating copresence, social presence and presence as transportation,
- Pan, 2008, The impact of avatar blushing on the duration of interaction between a real and virtual person,, 26
- Ratan, 2009, Self-presence standardized: Introducing the self-presence questionnaire (SPQ),
- Rauh, 2004, Feedback delay effects in video monitor communication,
- Reeves, 1996, The Media Equation
- Shimoda, 2007, Quitting smoking is easy, I've done it hundreds of times: intelligent agents, feedback loops, and relevant advice,
- Swinth, 2001, Conformity to group norms in an immersive virtual environment,
- Walther, 2002, Cues filtered out, cues filtered in: computer-mediated communication and relationships,, 529
- Zelenkauskaite, 2009, Presence, participation, and political text-on-television: testing a converged technology,
Cited by
Sorted by citations
Items 101–200 of 979
Mansoor, S., Rahman, S. M., & Bowden, J. (2024) · Journal of Consumer Behaviour · doi:10.1002/cb.2353 · Cited by 65
McKellar, S. E., & Wang, M. (2022) · Learning and Instruction · doi:10.1016/j.learninstruc.2022.101659 · Cited by 54
Towards socialVR: evaluating a novel technology for watching videos together
Montagud, M., Li, J., Cernigliaro, G., Ali, A. E., Fernández, S., & Cesar, P. S. (2022) · Virtual Reality · doi:10.1007/s10055-022-00651-5 · Cited by 43
“These observations are consistent with the findings in literature (e.g., [23, 34, 41]).”
BackgroundMethodResultInfluentialSaad, S. B. (2024) · International Journal of Contemporary Hospitality Management · doi:10.1108/ijchm-09-2023-1485 · Cited by 56
Chin, C.-H., Wong, W. P. M., Cham, T., Thong, J. Z., & Ling, J. P.-W. (2023) · Young Consumers Insight and Ideas for Responsible Marketers · doi:10.1108/yc-05-2023-1752 · Cited by 64
A Composite Framework of Co-located Asymmetric Virtual Reality
Ouverson, K., & Gilbert, S. B. (2021) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3449079 · Cited by 53
“Whereas co-presence in other literature refers to the feeling of experiencing a specific environment with another person [41], Kraus and Kibsgaard conceptualize co-presence as the result of the design decision to either mediate or not mediate the experience of co-presence [30].”
BackgroundKhan, M. I., Fatima, J. K., Bahmannia, S., Chatrath, S. K., Dale, N. F., & Johns, R. (2025) · Journal of Service Theory and Practice · doi:10.1108/jstp-10-2023-0282 · Cited by 43
Exploring the impact of customer experience on customer loyalty in e-commerce
Urdea, A.-M., & Constantin, C. (2021) · Proceedings of the ... International Conference on Business Excellence · doi:10.2478/picbe-2021-0063 · Cited by 70
Effects of volumetric capture avatars on social presence in immersive virtual environments
Cho, S., Kim, S.-W., Lee, J., Ahn, J., & Han, J. (2020) · IEEE Conference on Virtual Reality and 3D User Interfaces · doi:10.1109/vr46266.2020.1581170537418 · Cited by 42
“As mentioned by Catherine et al. [32], one of the unique features that influence social presence in IVEs is the visual representation of the communication partner.”
BackgroundExplicating Cues: A Typology for Understanding Emerging Media Technologies
Xu, K., & Liao, T. (2019) · Journal of Computer-Mediated Communication · doi:10.1093/jcmc/zmz023 · Cited by 50
“Research has examined cues as physical attractiveness (Antheunis & Schouten, 2011), or as evidence of interactivity, agency, and display factors in virtual environments (Oh, Bailenson, & Welch, 2018).”
BackgroundDesigning PairBuddy—A Conversational Agent for Pair Programming
Robe, P., & Kuttal, S. K. (2022) · ACM Transactions on Computer-Human Interaction · doi:10.1145/3498326 · Cited by 51
“For conversational agents, social presence is the feeling and perception of interacting with a human being [138], and has been shown to increase the use of conversational agents [134], and can even increase perceived usefulness, trust, and enjoyment [84].”
BackgroundMan vs. machine: Human responses to an AI newscaster and the role of social presence
Kim, J., Xu, K., & Merrill, K. (2022) · The Social Science Journal · doi:10.1080/03623319.2022.2027163 · Cited by 43
Analysis and Perspectives on the ANA Avatar XPRIZE Competition
Hauser, K., Watson, E. '., Bae, J., Bankston, J., Behnke, S., Borgia, B., Catalano, M. G., Dafarra, S., van Erp, J. V., Ferris, T. K., et al. (2024) · International Journal of Social Robotics · doi:10.1007/s12369-023-01095-w · Cited by 40
“…of telepresence, transmitting only vision and audition is not very immersive or realistic and may not lead to social presence, defined as “sense of being with another in a mediated environment” [10] or the sense that another person is “real” and “there” when using a communication medium [38].”
Ubiq-exp: A toolkit to build and run remote and distributed mixed reality experiments
Steed, A., Izzouzi, L., Brandstätter, K., Friston, S., Congdon, B. J., Olkkonen, O., Giunchi, D., Numan, N., & Swapp, D. (2022) · Frontiers in Virtual Reality · doi:10.3389/frvir.2022.912078 · Cited by 40
“A particular focus has been the experience of being together with other people, or social presence Biocca et al. (2003); Oh et al. (2018).”
BackgroundCohavi, O., & Levy‐Tzedek, S. (2022) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2022.102775 · Cited by 49
The Role of Social Presence for Cooperation in Augmented Reality on Head Mounted Devices
Osmers, N., Prilla, M., Blunk, O., Brown, G. G., Janßen, M., & Kahrl, N. (2021) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3411764.3445633 · Cited by 39
“Social presence gained its importance in the context of virtual reality (VR) research [15, 80, 93], where it has been used intensively [e.g., 22, 26, 51, 59].”
BackgroundResultInfluentialKim, K., Schubert, R., Hochreiter, J. E., Bruder, G., & Welch, G. (2019) · Computers & Graphics · doi:10.1016/j.cag.2019.06.006 · Cited by 41
Self-citationNguyen, T. H., Waizenegger, L., & Techatassanasoontorn, A. (2021) · Information Systems Frontiers · doi:10.1007/s10796-021-10212-x · Cited by 39
“…a higher level of social presence is more beneficial in contexts that involve sale activities, solving problems, facilitating decision making, offering support like in many customer service encounters where there is often no one correct outcome for a problem or situation at hand (Oh et al., 2018).”
BackgroundIs Natural Necessary? Human Voice versus Synthetic Voice for Intelligent Virtual Agents
Abdulrahman, A., & Richards, D. (2022) · Multimodal Technologies and Interaction · doi:10.3390/mti6070051 · Cited by 45
Ma, L., Mor, S., Anderson, P. L., Baños, R., Botella, C., Bouchard, S., Cárdenas‐López, G., Donker, T., Fernández‐Álvarez, J., Lindner, P., et al. (2021) · Cognitive Behaviour Therapy · doi:10.1080/16506073.2021.1939410 · Cited by 49
“The concept of presence is especially relevant to the application of VR in psychotherapy (Diemer et al., 2015; Oh et al., 2018).”
BackgroundScorolli, C., Grasso, E., Stacchio, L., Armandi, V., Matteucci, G., & Marfia, G. (2023) · Computers in Human Behavior · doi:10.1016/j.chb.2023.107910 · Cited by 37
Xu, K., Chen, M., & You, L. (2023) · International Journal of Social Robotics · doi:10.1007/s12369-022-00961-3 · Cited by 40
Fraser, A., Branson, I., Hollett, R. C., Speelman, C. P., & Rogers, S. L. (2022) · Frontiers in Virtual Reality · doi:10.3389/frvir.2022.981400 · Cited by 37
“…measured the perceived realism of the avatar ’ s movement during the social interactions (Biocca et al., 2003; Felton and Jackson, 2021; Ferstl and McDonnell, 2018; Kokkinara and McDonnell, 2015; Kyrlitsias and Michael-Grigoriou, 2022; Oh et al., 2018; Sterna and Zibrek, 2021; Thomas et al., 2022).”
BackgroundInfluentialExposure to social suffering in virtual reality boosts compassion and facial synchrony
Cohen, D., Landau, D. H., Friedman, D. A., Hasler, B. S., Levit‐Binnun, N., & Golland, Y. (2021) · Computers in Human Behavior · doi:10.1016/j.chb.2021.106781 · Cited by 45
Voinea, G., Gîrbacia, F., Postelnicu, C., Duguleană, M., Antonya, C., Şoica, A., & Stănescu, R.-C. (2022) · Applied Sciences · doi:10.3390/app122211804 · Cited by 36
Bonfert, M., Reinschluessel, A., Putze, S., Lai, Y., Alexandrovsky, D., Malaka, R., & Doring, T. (2022) · Frontiers in Virtual Reality · doi:10.3389/frvir.2022.945791 · Cited by 36
“…Bente et al., 2008; Nowak and Biocca, 2003) and imply dependence on other aspects of the simulation such as behavioral realism (Bailenson et al., 2005), which is generally a powerful predictor of social presence (Oh et al., 2018), such as turn-taking in a conversation (Bailenson et al., 2004).”
BackgroundMuñoz, K. E., Wang, M.-J. S., & Tham, A. (2021) · Journal of Teaching in Travel & Tourism · doi:10.1080/15313220.2021.1908871 · Cited by 40
“SP, also synonymous with the sense of “being there”, is important in determining virtual interactions (see for instance, Oh et al., 2018) and has thoroughly been regarded in literature as a variable in examining satisfaction and learning outcomes in computer-mediated communication such as digital…”
BackgroundElfleet, M., & Chollet, M. (2024) · International Conference on Intelligent Virtual Agents · doi:10.1145/3652988.3673965 · Cited by 35
“The benefit of virtual reality is seen in its ability to create immersive experiences that significantly enhance the user’s sense of presence—the feeling of being "there" in a digitally created environment [30].”
The Theory of Immersive Collaborative Learning (TICOL)
Makransky, G., & Petersen, G. B. (2023) · Educational Psychology Review · doi:10.1007/s10648-023-09822-5 · Cited by 70
“For instance, in their review of the contextual factors that influence social presence, Oh et al. (2018) found that physical proximity, identity cues, and the personality/traits of virtual humans (social affordance factors) were often significant predictors of social presence.”
BackgroundInfluentialCampo, A., Michałko, A., Kerrebroeck, B. V., Stajic, B., Pokrić, M., & Leman, M. (2023) · Computers in Human Behavior · doi:10.1016/j.chb.2023.107810 · Cited by 39
Moinnereau, M.-A., de Oliveira, A. A., & Falk, T. H. (2022) · Quality and User Experience · doi:10.1007/s41233-022-00052-1 · Cited by 45
“For example, [44] lists three types of presence in VR, namely personal presence (also called self-presence), i.e., the feeling of “being there,” social presence (also called co-presence), i.e., the sense of “being there with others,” and environmental presence (also called physical, telepresence or…”
BackgroundPsychology in Virtual Reality: Toward a Validated Measure of Social Presence
Sterna, R., & Zibrek, K. (2021) · Frontiers in Psychology · doi:10.3389/fpsyg.2021.705448 · Cited by 35
“Firstly, there is a terminological disagreement among the researchers which transfers into different operationalizations of the construct (Oh et al., 2018).”
Pimentel, D., & Vinkers, C. (2021) · Frontiers in Robotics and AI · doi:10.3389/frobt.2021.634520 · Cited by 35
“Our fi ndings also contribute to theories of presence; contrary to recent conceptualizations (e.g., Oh et al., 2018), our results suggest that copresence can and should be disentangled from other constructs that have been included in the de fi nition of copresence as a multidimensional concept.”
BackgroundResultInfluentialVirtual Trauma Interventions for the Treatment of Post-traumatic Stress Disorders: A Scoping Review
Knaust, T., Felnhofer, A., Kothgassner, O. D., Höllmer, H., Gorzka, R.-J., & Schulz, H. (2020) · Frontiers in Psychology · doi:10.3389/fpsyg.2020.562506 · Cited by 40
“…(examples for PE: Jaycox et al., 1998; Marks et al., 1998; Taylor et al., 2003; Foa et al., 2005, 2018; McDonagh et al., 2005; Schnurr et al., 2007; Pacella et al., 2011; Acierno et al., 2016; examples for EMDR: Marcus et al., 1997; Devilly et al., 1998; Power et al., 2002; Karatzias et al., 2011;…”
BackgroundAn Empirical Study on Spatial Presence in Immersive Geo-Environments
Hruby, F., Sánchez, L. F. Á., Ressl, R., & Escobar-Briones, E. (2020) · PFG – Journal of Photogrammetry Remote Sensing and Geoinformation Science · doi:10.1007/s41064-020-00107-y · Cited by 35
“2000; Lombard and Jones 2015), referring respectively to the feeling of being there and being together with others in a mediated environment (Skarbez et al. 2018; Oh et al. 2018).”
BackgroundShareYourReality: Investigating Haptic Feedback and Agency in Virtual Avatar Co-embodiment
Venkatraj, K., Meijer, W. T., Perusquía-Hernández, M., Huisman, G., & Ali, A. E. (2024) · International Conference on Human Factors in Computing Systems · doi:10.1145/3613904.3642425 · Cited by 34
“Immersive qualities, contextual properties, and individual differences, can predict the extent to which social presence is experienced by users in VR [42].”
InfluentialShu-fang, Y., Huang, L., Zhang, Y., Zhang, P., & Zhao, Y. (2021) · Internet Research · doi:10.1108/intr-08-2020-0435 · Cited by 47
(Not) alone in the world: Cheating in the presence of a virtual observer
Mol, J. M., van der Heijden, E. V. D., & Potters, J. J. M. (2020) · Experimental Economics · doi:10.1007/s10683-020-09644-0 · Cited by 34
“…to the presence of an avatar are more representative for the responses to human presence than are those of other simulated social presences such as videotapes, images or pictorials (Hartmann et al. 2010; Oh et al. 2018; Pan and Hamilton 2018; Rubo and Gamer 2018; Yare-mych and Persky 2019).”
BackgroundPan, W., Liu, D., Meng, J., & Liu, H. (2024) · New Media & Society · doi:10.1177/14614448241259149 · Cited by 47
“Supporting the former, previous studies have shown that human-controlled “avatars” or AI with human-agency tend to result in higher levels of social presence and more social responses compared to computer-controlled agents or machine-agency AI (e.g., Fox et al., 2015; Liu, 2021; Oh et al., 2018).”
Ullal, A., Tauseef, M., Watkins, A., Juckett, L., Maxwell, C. A., Tate, J. A., Mion, L. C., & Sarkar, N. (2024) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3613904.3642595 · Cited by 38
“The effectiveness of an ICT for social connectedness is largely dependent on its social presence [26, 65, 82] which is significantly enhanced by communication of nonverbal behavior [24, 82] and shared activities [29, 31, 42, 46].”
BackgroundMethodRasouli, S., Ghafurian, M., Nilsen, E. S., & Dautenhahn, K. (2023) · Computers in Human Behavior · doi:10.1016/j.chb.2023.108072 · Cited by 41
Lowy, R., Gao, L., Hall, K., & Kim, J. G. (2023) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3544548.3581399 · Cited by 39
“Further, building a sense of social presence in virtual reality by increasing the realism of avatars [48, 65], strategies such as sharing personal information [48, 70], showing realistic mannerisms like nodding and blushing [48], and developing in-group associations [70] are factors that increase the experience of imm…”
BackgroundPerspective-Taking in Virtual Reality and Reduction of Biases against Minorities
Chen, V. H. H., Chan, S. H. M., & Tan, Y. C. (2021) · Multimodal Technologies and Interaction · doi:10.3390/mti5080042 · Cited by 38
“Although presence, in general, plays an important role in VR experiences, more recent studies have identified more distinct subcategories of presence, one of which is self-presence [3,75].”
BackgroundSocial viewing in cinematic virtual reality: a design space for social movie applications
Rothe, S., Schmidt, A. G., Montagud, M., Buschek, D., & Hussmann, H. (2020) · Virtual Reality · doi:10.1007/s10055-020-00472-4 · Cited by 32
“2000), on unfocused and focused interaction (Schultze and Brooks 2019), as well as on the task type and several other aspects (Oh et al. 2018).”
BackgroundThe Effects of Immersion in a Virtual Reality Game: Presence and Physical Activity
Yao, S., & Kim, G. (2019) · Interacción · doi:10.1007/978-3-030-22602-2_18 · Cited by 32
Collaborative Learning in the Edu-Metaverse Era: An Empirical Study on the Enabling Technologies
Li, C., Yue, J., Ng, P. H. F., Dai, Y., Cheung, F., Chan, H. C. B., & Li, P. (2024) · IEEE Transactions on Learning Technologies · doi:10.1109/tlt.2024.3352743 · Cited by 61
“[31,p.1] thatsocialpresence isreferredtoasthesubjectiveexperienceofbeingthere(i.e., inthevirtualworlds)witha“real”personand“havingaccess tohisorherthoughtsandemotions.””
5G-Enabled Internet of Musical Things Architectures for Remote Immersive Musical Practices
Turchet, L., Rinaldi, C., Centofanti, C., Vignati, L., & Rottondi, C. (2024) · IEEE Open Journal of the Communications Society · doi:10.1109/ojcoms.2024.3407708 · Cited by 32
“This perception relates to the so-called “social presence” (i.e., the sensation of “being there” in the virtual environment with other users), which is a crucial factor in collaborative virtual environments [18].”
BackgroundIntimacy perception : Does the artificial or human nature of the interlocutor matter ?
Potdevin, D., Sabouret, N., & Clavel, C. (2020) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2020.102464 · Cited by 38
"I’m Hurt Too": The Effect of a Chatbot's Reciprocal Self-Disclosures on Users’ Painful Experiences
Chung, L. L., & Kang, J. (2023) · Archives of Design Research · doi:10.15187/adr.2023.11.36.4.67 · Cited by 54
“Additionally, chatbots equipped with advanced social abilities have a stronger social presence, which refers to the sense of being with a “real” person and getting to know his or her thoughts and emotions (Oh, Bailenson & Welch, 2018).”
BackgroundBarreda-Ángeles, M., Horneber, S., & Hartmann, T. (2023) · Computers & Education X Reality · doi:10.1016/j.cexr.2023.100024 · Cited by 32
"Being in on the Action" in Mobile Robotic Telepresence: Rethinking Presence in Hybrid Participation
Boudouraki, A., Fischer, J., Reeves, S., & Rintel, S. (2023) · IEEE/ACM International Conference on Human-Robot Interaction · doi:10.1145/3568162.3576961 · Cited by 30
Influence of chatbots on purchase intention in social commerce
Sindhu, P., & Bharti, K. (2023) · Behaviour and Information Technology · doi:10.1080/0144929x.2022.2163188 · Cited by 54
“Most interpersonal dynamics in physical contexts get replicated in digital environments with agents and ava-tars behaving human-like (Oh, Bailenson, and Welch 2018).”
BackgroundChatbots in complaint handling: the moderating role of humor
Park, J. E., Fan, A., & Wu, L. L. (2024) · International Journal of Contemporary Hospitality Management · doi:10.1108/ijchm-05-2024-0762 · Cited by 41
A Systematic Review on Extended Reality-Mediated Multi-User Social Engagement
Wang, Y., Gong, D., Xiao, R., Wu, X., & Zhang, H. (2024) · Systems · doi:10.3390/systems12100396 · Cited by 38
“I’d rather drink in VRChat”: Understanding Drinking in Social Virtual Reality
Chen, Q., Bellucci, A., & Jacucci, G. (2024) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3613904.3642405 · Cited by 24
“Avatars in social VR represent real people, which can augment the feeling of social presence beyond what is typical in VR scenarios featuring non-human characters [3, 81].”
BackgroundKroczek, L. O. H., & Mühlberger, A. (2023) · Scientific Reports · doi:10.1038/s41598-023-41155-9 · Cited by 48
“Increased social presence that was related to supportive audiences might contribute to this effect by rendering virtual public speaking scenarios to be more similar to real-life situations 15 .”
BackgroundLiu, B., Wei, L., Wu, M., & Luo, T. (2023) · Journal of Computer-Mediated Communication · doi:10.1093/jcmc/zmad028 · Cited by 31
Designing Virtual Environments for Social Engagement in Older Adults: A Qualitative Multi-site Study
Xu, T. B., Mostafavi, A., Kim, B. C., Lee, A. A., Boot, W. R., Czaja, S. J., & Kalantari, S. (2023) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3544548.3581262 · Cited by 33
Promoting virtual, informal learning now to thrive in a post‐pandemic world
Zajac, S., Randall, J. G., & Holladay, C. L. (2022) · Business and Society Review · doi:10.1111/basr.12260 · Cited by 29
Does increasing social presence enhance the effectiveness of writing explanations?
Jacob, L., Lachner, A., & Scheiter, K. (2021) · PLoS ONE · doi:10.1371/journal.pone.0250406 · Cited by 29
Statistical Learning of Facial Expressions Improves Realism of Animated Avatar Faces
Grewe, C. M., Liu, T., Kahl, C., Hildebrandt, A., & Zachow, S. (2021) · Frontiers in Virtual Reality · doi:10.3389/frvir.2021.619811 · Cited by 27
“Many experiences in VR, such as avatar-mediated communication and embodiment, can pro fi t from the animation of nonverbal behavior of avatars (Oh et al., 2018).”
BackgroundA Conceptual Model of Immersive Experience in Extended RealityPreprint
Lee, H. (2020) · Computers in Human Behavior Reports · doi:10.31234/osf.io/sefkh · Cited by 29
Breaking presence in Immersive Virtual Reality toward behavioral and emotional engagement
Caldas, O. I., Mauledoux, M., Avilés, O., & Rodriguez-Guerrero, C. (2024) · Comput. Methods Programs Biomed. · doi:10.1016/j.cmpb.2024.108124 · Cited by 28
de Boissieu, E., & Baudier, P. (2023) · Journal of Organizational Change Management · doi:10.1108/jocm-05-2023-0182 · Cited by 42
Dobre, G. C., Wilczkowiak, M., Gillies, M., Pan, X.-N., & Rintel, S. (2022) · CHI Extended Abstracts · doi:10.1145/3491101.3519628 · Cited by 28
“Since the spatial audio common to most immersive environments provides a highly naturalistic vocal representation, it is nonverbal communicative functionality that is primarily at issue, such as the ability to identify one another and then recognize facial expressions and gestures [6], negotiate proxemics [7], and, wh…”
BackgroundKang, H., & Kim, K. J. (2021) · Computers in Human Behavior · doi:10.1016/j.chb.2021.107152 · Cited by 36
An Evaluation of Visual Embodiment for Voice Assistants on Smart Displays
Bonfert, M., Zargham, N., Saade, F., Porzel, R., & Malaka, R. (2021) · ACM Conference on Conversational User Interfaces (CUI) · doi:10.1145/3469595.3469611 · Cited by 27
“People feel higher levels of social presence when there is a visual representation available, as the comprehensive review on social presence literature by Oh et al. shows [44].”
BackgroundMothers as Home DJs: Recorded Music and Young Children’s Well-Being During the COVID-19 Pandemic
Cho, E., & Ilari, B. (2021) · Frontiers in Psychology · doi:10.3389/fpsyg.2021.637569 · Cited by 28
Agnihotri, D., Chaturvedi, P., Swarup, K., Mathur, A., Tripathi, V., & Singh, N. (2024) · Internet Research · doi:10.1108/intr-01-2024-0030 · Cited by 31
Felnhofer, A., Knaust, T., Weiss, L., Goinska, K., Mayer, A., & Kothgassner, O. (2023) · International journal of human computer interactions · doi:10.1080/10447318.2023.2209979 · Cited by 27
“As suggested by recent reviews (e.g., Aljaroodi et al., 2019; Oh et al., 2018), these factors have each produced mixed findings in past studies, warranting — if possible — a separate evaluation.”
Presence and Communication in Hybrid Virtual and Augmented Reality Environments
Li, Y., Ch'ng, E., Cobb, S., & See, S. (2019) · PRESENCE: Virtual and Augmented Reality · doi:10.1162/pres_a_00340 · Cited by 27
“VR affords a wide array of social cues compared with other forms of computer mediated communication systems (Oh et al., 2018).”
BackgroundGirondini, M., Stefanova, M., Pillan, M., & Gallace, A. (2023) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2023.103106 · Cited by 26
Effect of Gratitude Expression of AI Chatbot on Willingness to Donate
Namkoong, M., Park, G., Park, Y., & Lee, S. (2023) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2023.2259719 · Cited by 29
“When users apply the social presence heuristic, they are more socially influenced because the salience of their interactions with media agents increases (Oh et al., 2018).”
Exploring the use of social virtual reality for virtual exchange
Gruber, A., Canto, S., & Jáuregi, K. (2023) · ReCALL · doi:10.1017/s0958344023000125 · Cited by 59
“Users feeling physically co-located and socially connected with others is referred to as social presence (Oh, Bailenson & Welch, 2018).”
BackgroundHiggins, D., Fribourg, R., & Mcdonnell, R. (2021) · Frontiers in Virtual Reality · doi:10.3389/frvir.2021.668499 · Cited by 26
“SoE in virtual characters has been in fl uencial in studies of social presence (Mennecke et al., 2010), the perception of a “ real ” other in a virtual environment (Biocca et al., 2001; C.S.; Oh et al., 2018).”
BackgroundBarrett, A., Pack, A., Monteiro, D., & Liang, H.-N. (2024) · Behaviour & Information Technology · doi:10.1080/0144929x.2023.2186145 · Cited by 26
“However, research in social presence has yet to show if photoreal-ism is an antecedent to a sense of being co-located with someone in a virtual environment (Oh, Bailenson, and Welch 2018).”
BackgroundEnhancing Cultural Heritage Engagement with Novel Interactive Extended-Reality Multisensory System
Muñoz, A., Climent-Ferrer, J. J., Testón, A. M., Solanes, J. E., & Gracia, L. (2025) · Electronics · doi:10.3390/electronics14102039 · Cited by 27
Kaiser, J.-N., Kimmel, S., Licht, E., Landwehr, E., Hemmert, F., & Heuten, W. (2025) · International Conference on Human Factors in Computing Systems · doi:10.1145/3706598.3713541 · Cited by 25
“However, as Oh et al. (2018) point out in a major review on social presence, oftentimes a higher sense of social presence is seen as an “absolute good” [52] without considering potential downsides or individual preferences.”
Li, C., Dai, Y., Chen, G., Liu, J., Li, P., & Ip, H. H. (2025) · Computers in Human Behavior · doi:10.1016/j.chb.2025.108598 · Cited by 25
Immohr, F., Rendle, G., Neidhardt, A., Göring, S., Rao, R. R. R., Arboleda, S. A., Froehlich, B., & Raake, A. (2023) · IMX · doi:10.1145/3573381.3596458 · Cited by 25
“Measures often used to evaluate experiences in (social) IVEs are the concepts of (i) presence, generally regarded as the sense of ‘being there’, and (ii) social presence, the feeling of being there in social exchange with a ‘real’ person [7, 22, 31].”
BackgroundJicol, C., Cheng, H. Y., Petrini, K., & O'Neill, E. J. (2023) · PLoS ONE · doi:10.1371/journal.pone.0280390 · Cited by 32
“This is because social presence is not only determined by the mere presence of other sentient beings, but also interactions with them which would lead to more complex inferences about their thoughts or emotions [44].”
BackgroundHear We Are: Spatial Audio Benefits Perceptions of Turn-Taking and Social Presence in Video Meetings
Nowak, K., Tankelevitch, L., Tang, J. C., & Rintel, S. (2023) · Symposium on Human-Computer Interaction for Work · doi:10.1145/3596671.3598578 · Cited by 24
“[42] note “this dimension of presence relates strongly to how vividly the user experiences the environmental and spatial properties of the mediated environment”.”
BackgroundPetrova, K., & Schulz, M. (2022) · Cognition & Emotion · doi:10.1080/02699931.2022.2043244 · Cited by 24
“The implications of reduced cue-transmissibility have been studied across a variety of domains (see review by Oh et al., 2018).”
BackgroundA Soft Touch: Wearable Tactile Display of Softness Made of Electroactive Elastomers
Frediani, G., Boys, H., Ghilardi, M., Poslad, S., Busfield, J. J. C., & Carpi, F. (2021) · Advanced Materials & Technologies · doi:10.1002/admt.202100016 · Cited by 24
Laban, G., & Araujo, T. (2020) · Lecture notes in computer science · doi:10.1007/978-3-030-39540-7_15 · Cited by 27
Avatars' Phygital Social Presence in the Metaverse: An Engaged Theory Perspective
Sprott, D. E., Hollebeek, L. D., Sigurðsson, V., Clark, M. K., & Urbonavičius, S. (2025) · Psychology and Marketing · doi:10.1002/mar.22191 · Cited by 22
Döllinger, N., Mal, D., Keppler, S., Wolf, E., Botsch, M., Israel, J. H., Latoschik, M. E., & Wienrich, C. (2024) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3613904.3642328 · Cited by 20
“Future work will show whether this alienation leads to an experience of the avatar as a social presence [57].”
BackgroundHøeg, E. R., Andersen, N., Malmkjær, N., Vaaben, A. H., & Uth, J. (2023) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2023.100301 · Cited by 24
Marques, B., Ferreira, C., Silva, S. S., Dias, P., & Santos, B. (2023) · Virtual Reality · doi:10.1007/s10055-023-00770-7 · Cited by 23
“…which, although it may be defined in multiple ways according to various authors, can be collectively referred to as a complete feeling of being there in the environment (Steuer 1992; Oh et al. 2018; IJsselsteijn et al. 2000; Rhee et al. 2020; Liberatore and Wagner 2021; Scavarelli et al. 2021).”
BackgroundResultInfluentialDigital Learning Ecosystem for Classroom Teaching in Thailand High Schools
Nguyen, L. T., Kanjug, I., Lowatcharin, G., Manakul, T., Poonpon, K., Sarakorn, W., Somabut, A., Srisawasdi, N., Traiyarach, S., & Tuamsuk, K. (2023) · SAGE Open · doi:10.1177/21582440231158303 · Cited by 32
“With the aim of becoming a ‘‘Smart Thailand,’’ it required the investment to improve technology infrastructure and people competence to gain the smart and knowledge-based society (Panjaburee & Srisawasdi, 2018).”
BackgroundNorouzi, N., Kim, K., Bruder, G., Erickson, A., Choudhary, Z., Li, Y., & Welch, G. (2020) · ICAT-EGVE · doi:10.2312/egve.20201264 · Cited by 23
“In a top-down process, we used previous relevant literature reviews on the topics of augmented reality [DBLS18,KBB ∗ 18], intelligent virtual agents [NKH ∗ 18], and social presence [OBW18] to come up with preliminary tags for research categories and application areas.”
MethodSelf-citationCox, S. R., Lee, Y., & Ooi, W. T. (2023) · International Conference on Human-Agent Interaction (HAI) · doi:10.1145/3623809.3623875 · Cited by 18
“Additionally, by giving more relevant responses [16, 61] or explicitly referencing past user utterances [34, 38, 39, 57], a chatbot could increase its social presence: the feeling that it is present in the conversation [8, 50, 57].”
Fintech Agents: Technologies and Theories
Pal, A., Gopi, S., & Lee, K. M. (2023) · Electronics · doi:10.3390/electronics12153301 · Cited by 28
Embodied Telepresent Connection (ETC): Exploring Virtual Social Touch Through Pseudohaptics
Desnoyers-Stewart, J., Stepanova, E. R., Liu, P., Kitson, A., Pennefather, P. P., Ryzhov, V., & Riecke, B. E. (2023) · CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA) · doi:10.1145/3544549.3585843 · Cited by 19
“Studies investigating social touch within VR often focus on collaboratively manipulating an object rather than interpersonal touch [33].”
BackgroundHosseinkashi, Y., Tankelevitch, L., Pool, J., Cutler, R., & Madan, C. (2024) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3637370 · Cited by 18
Virtual Reality and Productivity in Knowledge Workers
Aufegger, L., & Elliott-Deflo, N. (2022) · Frontiers in Virtual Reality · doi:10.3389/frvir.2022.890700 · Cited by 24
“In contrast, social presence, although dependent on various factors such as the type of task, quality of avatars, level of interactivity, haptic feedback, etc., has been associated with a greater perception of trust in team members and perceived usefulness of team activities (Oh et al., 2018).”
BackgroundPimentel, D. (2022) · Journal for Nature Conservation · doi:10.1016/j.jnc.2022.126151 · Cited by 24
Engaging Participants during Selection Studies in Virtual Reality
Yu, D., Zhou, Q., Tag, B., Dingler, T., Velloso, E., & Gonçalves, J. (2020) · IEEE Conference on Virtual Reality and 3D User Interfaces (VR) · doi:10.1109/vr46266.2020.1581291122479 · Cited by 22
“Such facilitation can be carried out by the presence of virtual characters [23,53], and they have been shown to raise people’s motivation, both intrinsically and extrinsically [19].”
BackgroundAquilino, L., Dio, C. D., Manzi, F., Massaro, D., Bisconti, P., & Marchetti, A. (2025) · Informatics · doi:10.3390/informatics12030070 · Cited by 33
“During the interaction, knowing that the system was programmed to follow human-made rules seemed to allow people to simulate its mental states and lead them to feel more knowledgeable about the decision-making process, similarly to what research has found about anthropomorphic attributes [135,136].”
Game-Changer NPCs: Leveling-Up Technology Acceptance and Flow in a Digital Learning Quest
Liew, T. W., Siradj, Y., Tan, S.-M., Roedavan, R., Khan, M. T. I., & Pudjoatmodjo, B. (2024) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2024.2344917 · Cited by 20
“…to induce these psychological feelings; instead, they can be aroused through interacting with computer-generated characters exhibiting social cues like dialogues, gestures, appearances, facial expressions, and postures (Biocca et al., 2003; Nowak & Biocca, 2003; Oh et al., 2018; Tan & Liew, 2020).”
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
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