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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]
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]
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Citations
Cites
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“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).”
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“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
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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).”
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“One significant concept that was not included due to this criterion was plausibility illusion (Slater, 2009).”
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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
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BackgroundMethod
Flagged first, then by citations
57 of the 253 references couldn’t be matched to a known paper.
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Cited by
Sorted by citations
Items 201–300 of 979
Current Perceptions of Virtual Reality Technology
Hornsey, R. L., & Hibbard, P. B. (2024) · Applied Sciences · doi:10.3390/app14104222 · Cited by 36
“Social presence is the feeling of being present with real people [3]; realism refers to the extent to which the virtual experience corresponds to that of the equivalent physical environment [4,5]; while engagement requires a strong experiential connection with the elements of the virtual…”
Woo, H., Shin, D., Kim, N., Tong, Z., & Kwon, S. (2024) · Journal of Retailing and Consumer Services · doi:10.1016/j.jretconser.2023.103614 · Cited by 21
Thanyadit, S., Heintz, M., & Law, E. L. (2023) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3544548.3581069 · Cited by 22
“In a virtual environment, co-presence is commonly characterized as sense of being with another [10, 47].”
BackgroundThe sense of presence: lessons from virtual reality
Erickson‐Davis, C., Luhrmann, T., Kurina, L., Weisman, K., Cornman, N., Corwin, A., & Bailenson, J. (2021) · Religion, Brain & Behavior · doi:10.1080/2153599x.2021.1953573 · Cited by 21
“Social presence or “ co-presence, ” refers to the “ sense of being with another ” (Biocca et al., 2003, p. 456) within the same environment, whether that other is other real humans or human-like arti fi cial intelligences (Oh et al., 2018).”
BackgroundSelf-citationVilaro, M. J., Wilson-Howard, D. S., Griffin, L. N., Tavassoli, F., Zalake, M. S., Lok, B. C. L., Modave, F. P., George, T. J., Carek, P. J., & Krieger, J. L. R. (2020) · Psycho-Oncology · doi:10.1002/pon.5538 · Cited by 22
Modeling of Students Online Social Presence on Social Networking Sites and Academic Performance
Al-dheleai, Y. M., Tasir, Z., Al-rahmi, W., Al-Sharafi, M. A., & Mydin, A. (2020) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v15i12.12599 · Cited by 21
“Social presence is the feeling of being there with a real person during online interaction [1].”
BackgroundDang, T.-Q., Nguyen, T.-M., Tran, P.-T., Phan, T.-T. C., Huynh, T.-B., & Nguyen, L.-T. (2025) · Digital Business · doi:10.1016/j.digbus.2025.100141 · Cited by 27
Ratan, R., Lin, Q., Lim, C., Park, R., Lover, A., Han, E., Jang, D., Leith, A., & Bailenson, J. N. (2025) · Computers & Education · doi:10.1016/j.compedu.2025.105328 · Cited by 23
Self-citationAre social media robot influencers credible? A cross-continental analysis in a fashion context
Baudier, P., & de Boissieu, E. (2025) · Computers in Human Behavior · doi:10.1016/j.chb.2024.108447 · Cited by 20
Hennig-Thurau, T., Herting, A. M., & Jütte, D. (2024) · Journal of Interactive Marketing · doi:10.1177/10949968241263353 · Cited by 20
“Media and communication studies have shown that social presence is associated with various positive communication outcomes (e.g., persuasion; Oh, Bailenson, and Welch 2018), and in marketing Hennig-Thurau et al. (2023) fi nd that social presence is the dominant source of user value across several…”
Seo, J., Lim, H., Suh, B., & Lee, J. (2024) · International Conference on Human Factors in Computing Systems · doi:10.1145/3613904.3642305 · Cited by 20
“These tools, however, may only partially mediate social presence, the sense of being together [18, 49, 54, 63].”
BackgroundAlsayer, A. A. (2023) · SAGE Open · doi:10.1177/21582440231208524 · Cited by 24
“…think more carefully about constructing responses in discussion forums (Holmberg et al., 2005; Shandra & Chystiakova, 2021; Varkey et al., 2023) while synchronous forums are well-known for their benefits in inducing social presence online (Hollebeek et al., 2021; Oh et al., 2018; Zou et al. 2021).”
BackgroundZhou, A. Y., & Xu, S. (2022) · Public Relations Review · doi:10.1016/j.pubrev.2022.102176 · Cited by 25
Does Synthetic Voice alter Social Response to a Photorealistic Character in Virtual Reality?
Zibrek, K., Cabral, J. P., & Mcdonnell, R. (2021) · Motion in Games · doi:10.1145/3487983.3488296 · Cited by 20
Give-Me-A-Hand: The Effect of Partner’s Gender on Collaboration Quality in Virtual Reality
Yassien, A., Makled, E., Elagroudy, P., Sadek, N., & Abdennadher, S. (2021) · CHI Extended Abstracts · doi:10.1145/3411763.3451601 · Cited by 20
“Since gender infuences user’s behavior in collaborative virtual environments [15], we investigate the efect of the partner’s avatar gender on collaboration quality while performing a male-dominated task.”
BackgroundPfeil, K. P., Chatlani, N., Laviola, J., & Wisniewski, P. (2021) · Proc. ACM Hum. Comput. Interact. · doi:10.1145/3449194 · Cited by 20
“, and as manifested in our dataset, the term “social presence” seems to be an umbrella term used to describe multiple concepts [18, 98].”
BackgroundMethodSilseth, K., Steier, R., & Arnseth, H. C. (2024) · International Journal of Computer-Supported Collaborative Learning · doi:10.1007/s11412-023-09413-0 · Cited by 20
Trust in Virtual Agents: Exploring the Role of Stylization and Voice
Gao, Y., Dai, Y., Zhang, G., Guo, H., Mostajeran, F., Zheng, B., & Yu, T. (2025) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2025.3549566 · Cited by 19
“Social presence refers to the subjective experience of perceiving real individuals and their emotions in a shared space, which can also facilitate the establishment of trust [47].”
Jiang, W., & Chen, H.-L. (2024) · Journal of theoretical and applied electronic commerce research · doi:10.3390/jtaer20010005 · Cited by 36
Tilston, O., Krings, F., Roulin, N., Bourdage, J. S., & Fetzer, M. S. (2023) · Human Resource Management · doi:10.1002/hrm.22202 · Cited by 25
Kruse, L., Hertel, J., Mostajeran, F., Schmidt, S., & Steinicke, F. (2023) · Proceedings - International Symposium on Mixed and Augmented Reality, ISMAR · doi:10.1109/ismar59233.2023.00082 · Cited by 24
Amadou, N., Haque, K. I., & Yumak, Z. (2023) · International Conference on Intelligent Virtual Agents · doi:10.1145/3570945.3607307 · Cited by 19
“Towards the goal of quantifying the effect of the uncanny valley, affinity has been introduced [8] to measure how appealing, eerie and familiar a character appears.”
Pimentel, D., & Kalyanaraman, S. (2021) · Interactive Learning Environments · doi:10.1080/10494820.2021.1969582 · Cited by 25
“Social presence has been shown to contribute to favourable views of the interaction context and its interactants (Oh et al., 2018) in various learning contexts, such as educational camps.”
BackgroundAugmented Reality-Based Remote Family Visits in Nursing Homes
Abels, E. A. M., Toet, A., Stokking, H. M., Klunder, T., van Berlo, Z. M. C., Smeets, B., & Niamut, O. A. (2021) · ACM International Conference on Interactive Media Experiences · doi:10.1145/3452918.3465502 · Cited by 15
“Based on the outcomes of these sessions, we derived three indicators for the user experience (UX) of mediated (AR or video calling) communication: enjoyment, spatial presence (’being there’ [10, 11]) and social presence (’being together with an intelligent other’ [6]).”
BackgroundMethodDesigning Soundscapes for Presence in Virtual Reality Exhibitions: A Study of Visitor Experiences
Rudi, J. (2021) · Visitor Studies · doi:10.1080/10645578.2021.1907151 · Cited by 19
Social Conformity in Immersive Virtual Environments: The Impact of Agents’ Gaze Behavior
Kyrlitsias, C., Michael-Grigoriou, D., Banakou, D., & Christofi, M. (2020) · Frontiers in Psychology · doi:10.3389/fpsyg.2020.02254 · Cited by 19
“This finding can also be explained by the stronger sense of social presence that it is associated with social influence (Oh et al., 2018).”
BackgroundResultInfluentialSocial Cues and the Online Purchase Intentions of Organic Wine
Sohn, S., Seegebarth, B., Kissling, M., & Sippel, T. (2020) · Foods · doi:10.3390/foods9050643 · Cited by 22
“, avatars) [40] and in particular, through social cues [41].”
BackgroundClavel, C., d’Armagnac, S., Hebrard, S., Hesters, T., & Potdevin, D. (2024) · The International Journal of Human Resource Management · doi:10.1080/09585192.2024.2440784 · Cited by 29
“…(hereafter HCI) literature, several studies show that these agents that mimic social behaviours increase users’ perception of social presence (Oh et al., 2018), the perception that a social interaction is occurring, and the quality of the interaction (Loveys et al., 2020; Potdevin et al.,…”
Tsekouras, D., Gutt, D., & Heimbach, I. (2024) · Journal of the Academy of Marketing Science · doi:10.1007/s11747-024-01027-8 · Cited by 20
“…review length depends on the structure of the review text environment (Sachdeva et al., 2024). more anthropomorphic that communication technologies are, the more humans treat them as social actors, relating to them in the same manner as they would with humans (Nass & Moon, 2000; Oh et al., 2018).”
Nisha Pradeepa, S. P., Asokk, D., Prasanna, S., & Alam, A. S. (2024) · Journal of Systems and Information Technology · doi:10.1108/jsit-04-2023-0062 · Cited by 25
VR Realism Scale—Revalidation of contemporary VR headsets on a Polish sample
Lipp, N., Sterna, R., Dużmańska-Misiarczyk, N., Strojny, A., Poeschl, S., & Strojny, P. (2021) · PLoS ONE · doi:10.1371/journal.pone.0261507 · Cited by 21
“This occurs even in situations in which there are already established tools in the literature, as was shown by Oh and colleagues [14] in the context of social presence, for which over 40 questionnaires have been developed to measure this construct.”
Balancing online pharmacy services for patient adherence: a stimulus-organism-response perspective
Yang, H., Peng, Z. C., Guo, X., & Lai, K. (2021) · Internet Research · doi:10.1108/intr-10-2020-0603 · Cited by 23
The Peril and Potential of XR-based Interactions with Wildlife
Pimentel, D. (2021) · CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA) · doi:10.1145/3411763.3450378 · Cited by 18
Türkay, S., Formosa, J., Cuthbert, R., Adinolf, S., & Brown, R. A. (2021) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3411764.3445073 · Cited by 16
“The feeling of co-presence can enhance players’ reactions to environmental efects, such as threats from the enemies or opportunities in the game [67].”
BackgroundVirtual Reality: Whence, How and What For
Ryan, W. S., Cornick, J. E., Blascovich, J., & Bailenson, J. N. (2019) · Virtual reality technologies for health and clinical applications · doi:10.1007/978-1-4939-9482-3_2 · Cited by 21
Self-citationA compliant metastructure design with reconfigurability up to six degrees of freedom
Yang, H., Patel, D. K., Johnson, T., Zhong, K., Olson, G., Majidi, C., Islam, M. F., Zhang, T., & Yao, L. (2025) · Nature Communications · doi:10.1038/s41467-024-55591-2 · Cited by 17
Bai, J., Cheng, X., Zhang, H., Qin, Y., Xu, T., & Zhou, Y. (2025) · Education and Information Technologies · doi:10.1007/s10639-025-13328-8 · Cited by 20
“Although human appearance and voice are more realistic than AIPA, previous research (Oh et al., 2018 ) found that agents’ visual realism and consistency in appearance and behaviour are essential in conveying social presence.”
Developing 360-degree stimuli for virtual tourism research: a five-step mixed measures procedure
Liu, B., Kralj, A., Moyle, B., & Li, Y. (2024) · Information Technology & Tourism · doi:10.1007/s40558-024-00287-y · Cited by 20
“According to existing conceptually related studies, physical presence refers to the sense of being physically located in the virtual environment (Yuan and Hong 2023), while social presence is described as the subjective sense of being together (Oh et al. 2018; Yung et al. 2022).”
Mal, D., Döllinger, N., Wolf, E., Wenninger, S., Botsch, M., Wienrich, C., & Latoschik, M. E. (2024) · Frontiers in Virtual Reality · doi:10.3389/frvir.2024.1417066 · Cited by 19
“Therefore, we concur with the systematic review by Oh et al. (2018), which af fi rms mixed results regarding the impact of others ’ realism on co-presence.”
BackgroundResultInfluentialLiu, S., Gu, J., Patel, D. K., & Yao, L. (2024) · International Conference on Tangible, Embedded, and Embodied Interaction (TEI) · doi:10.1145/3623509.3633372 · Cited by 15
“Various HCI studies have been exploring methods of promoting remote co-presence: “the sense of being together with another” [3, 49].”
BackgroundRizi, M. S., & Roulin, N. (2023) · International Journal of Selection and Assessment · doi:10.1111/ijsa.12448 · Cited by 17
Speidel, R., Felder, E., Schneider, A., & Öchsner, W. (2023) · PubMed Central · doi:10.3205/zma001601 · Cited by 20
“(2018) nicht merklich zwischen Video- und VR-Konferenzen unterscheiden [44].”
BackgroundLee, J., Kang, D.-Y., & Kim, J. (2023) · Cyberpsychology, Behavior, and Social Networking · doi:10.1089/cyber.2022.0243 · Cited by 17
Libera, C. D., Simon, J., Larøi, F., Quertemont, É., & Wagener, A. (2023) · Virtual Reality · doi:10.1007/s10055-023-00779-y · Cited by 27
“Compared to VR, one important advantage of the 360IV is its ability to provide photorealistic images but also realistic behaviors (e.g., breathing, walking, postures) which are recognized as strong predictors of social presence (Oh et al. 2018).”
BackgroundInfluentialLearning in metaverse: the immersive atelier model of the architecture studio
Sopher, H., & Lescop, L. (2023) · Archnet-IJAR · doi:10.1108/arch-10-2022-0213 · Cited by 17
van Erp, J. B. F., Sallaberry, C., Brekelmans, C., Dresscher, D., ter Haar, F. B., Englebienne, G., van Bruggen, J., de Greeff, J., Pereira, L. F. S., Toet, A., et al. (2022) · Conference proceedings/Conference proceedings - IEEE International Conference on Systems, Man, and Cybernetics · doi:10.1109/smc53654.2022.9945544 · Cited by 21
“In addition to embodiment and spatial presence, we need to focus on the concept of social presence, defined as “ sense of being with another in a mediated environment” [1 7] or the sense that another person is “real” and “there” when using a communication medium [18, 19].”
BackgroundBevilacqua, R., Rosa, M. D., Riccardi, G. R., Pelliccioni, G., Lattanzio, F., Felici, E., Margaritini, A., Amabili, G., & Maranesi, E. (2022) · Frontiers in Neurorobotics · doi:10.3389/fnbot.2022.883106 · Cited by 19
“It has been identified as an approach to meeting the mental health needs of older adults through interaction or information exchange (Oh et al., 2018).”
BackgroundPodkosova, I., Reisinger, J., Kaufmann, H., & Kovacic, I. (2022) · Frontiers in Virtual Reality · doi:10.3389/frvir.2022.782169 · Cited by 17
“…of executing their effective agency in the virtual world, and strongly associated social presence (Slater et al., 1994; Lombard and Ditton, 1997; Oh et al., 2018) — the illusion of being together with others in that world, even if they are geographically distant, it is possible to create a…”
BackgroundVirtual Reality and Emotion: A 5-Year Systematic Review of Empirical Research (2015-2019)
Markowitz, D., & Bailenson, J. (2021) · doi:10.31234/osf.io/tpsmr · Cited by 17
“Presence, therefore, is a construct for how much people feel attached to virtual objects or experiences (Biocca, 1997; Oh et al., 2018) and how much people feel like they can act in the virtual world (Diemer et al., 2015; Lee, 2004).”
BackgroundSelf-citationYan, J., Luo, B., & Zhang, T. (2024) · International Journal of Contemporary Hospitality Management · doi:10.1108/ijchm-05-2024-0758 · Cited by 21
Liu, W., McDonough, D. J., & Gao, Z. (2024) · PLoS ONE · doi:10.1371/journal.pone.0311113 · Cited by 17
“Offering high level of immersion is one noticeable feature of immersive VR. Immersion reflects individual’s psychological feeling of being in the virtual environment [34].”
Biswas, S., Jung, J.-Y., Unnam, A., Yadav, K., Gupta, S., & Gadiraju, U. (2024) · Proceedings of the AAAI Conference on Human Computation and Crowdsourcing · doi:10.48550/arxiv.2408.14159 · Cited by 16
“Studies indicate that a heightened social presence can alleviate discomfort or “creepiness” in human-AI interactions (Oh, Bailenson, and Welch 2018; Lukacik, Bourdage, and Roulin 2022).”
BackgroundResultImmohr, F., Rendle, G., Lammert, A., Neidhardt, A., Heyde, V. M. Z., Froehlich, B., & Raake, A. (2024) · IEEE Conference on Virtual Reality and 3D User Interfaces · doi:10.1109/vr58804.2024.00104 · Cited by 16
Wempe, B., & Collins, R. A. (2024) · Online Learning · doi:10.24059/olj.v28i1.3871 · Cited by 16
“Conversely, increased social presence of a disliked communication partner may lead to negative communication outcomes (Oh et al., 2018).”
BackgroundChen, X., Zhu, Y., & Xu, X. (2024) · Frontiers in Psychology · doi:10.3389/fpsyg.2024.1267502 · Cited by 20
“Oh et al. (2018) have previously indicated that “immersion can be objectively measured by the technological affordances of a medium” (p. 2).”
BackgroundEffect of Avatar Facial Expressiveness on Team Collaboration in Virtual Reality
Tarnec, H. L., Bevacqua, E., Augereau, O., & Loor, P. D. (2023) · International Conference on Intelligent Virtual Agents · doi:10.1145/3570945.3607330 · Cited by 16
“This particular factor has demonstrated the potential to improve interaction and elicit behavioral changes in participants [26].”
BackgroundInfluentialThe Relative Importance of Social Cues in Immersive Mediated Communication
Sharan, N. N., Toet, A., Mioch, T., Niamut, O., & van Erp, J. V. (2021) · International Conference on Human Interaction and Emerging Technologies · doi:10.1007/978-3-030-85540-6_62 · Cited by 16
Dharmadjaja, P. N., & Tiatri, S. (2021) · Proceedings of the International Conference on Economics, Business, Social, and Humanities (ICEBSH 2021) · doi:10.2991/assehr.k.210805.148 · Cited by 16
Analysis and Design of Social Presence in a Computer-Mediated Communication System
Kojima, H., Chen, D., Oka, M., & Ikegami, T. (2021) · Frontiers in Psychology · doi:10.3389/fpsyg.2021.641927 · Cited by 16
“Since then, researchers have been pursuing the difference in the levels of social presence depending on the richness of medium involved in CMC (Oh et al., 2018), but some researches suggest that richness of media can sometime have negative impact on the communication (Dinakar et al.”
BackgroundDubosc, C., Gorisse, G., Christmann, O., Fleury, S., Poinsot, K., & Richir, S. (2021) · 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) · doi:10.1109/vrw52623.2021.00101 · Cited by 16
“The meta-analysis of Oh et al. [7] lists numerous studies and iden-tifies several immersive, contextual and psychological factors impacting the sense of social presence in virtual environments.”
BackgroundSurfaceFlow: Large Area Haptic Display via Compliant Liquid Dielectric Actuators
Shao, Y., Ma, S., Yoon, S. H., Visell, Y., & Holbery, J. D. (2020) · IEEE Haptics Symposium · doi:10.1109/haptics45997.2020.ras.hap20.23.0f334629 · Cited by 21
“Another application is social virtual reality, allowing interpersonal touch that enhances social presence in a virtual environment [3].”
BackgroundMobile communication, social presence, and perceived security on public transport
Reichow, D., & Friemel, T. N. (2019) · Mobile Media & Communication · doi:10.1177/2050157919878759 · Cited by 16
“Empirical research has examined both the factors influencing social presence and the effects of perceived social presence in several contexts (Oh, Bailenson, & Welch, 2018).”
BackgroundAI sensation and engagement: Unpacking the sensory experience in human-AI interaction
Foroudi, P., Marvi, R., & Zha, D. (2025) · International Journal of Information Management · doi:10.1016/j.ijinfomgt.2025.102918 · Cited by 21
Konijn, E. A., Preciado, D. F., & van Minkelen, P. (2025) · Communication Theory · doi:10.1093/ct/qtaf007 · Cited by 19
Kimmel, S., Landwehr, E., & Heuten, W. (2024) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3686910 · Cited by 11
“While there is evidence that highly photo-realistic avatars can improve perceptions of human likeness and acceptance of virtual bodies [65], the impact on perceived Social Presence is ambiguous [65, 83, 111].”
InfluentialDeng, D. S., Seo, S., Harrington, R. J., & MARTIN, D. J. (2024) · International Journal of Wine Business Research · doi:10.1108/ijwbr-04-2024-0019 · Cited by 20
AgentAvatar: Disentangling Planning, Driving and Rendering for Photorealistic Avatar AgentsPreprint
Wang, D., Dai, B., Deng, Y., & Wang, B. (2023) · arXiv (Cornell University) · doi:10.48550/arxiv.2311.17465 · Cited by 10
“Avatars , on the other hand, have been explored in various compelling scenarios for decades, including virtual presence, education, and social therapy, among others [4,25,36, 44].”
BackgroundCognitive Impact of Social Virtual Reality: Audience and Mere Presence Effect of Virtual Companions
Sutskova, O., Senju, A., & Smith, T. J. (2023) · Human Behavior and Emerging Technologies · doi:10.1155/2023/6677789 · Cited by 11
“Indeed, a review of virtual interaction [8] shows that communicative social AI agents can be engaging even if they are not in visually humanoid form.”
BackgroundAvatar Type, Self-Congruence, and Presence in Virtual Reality
Huang, T., Li, Y., & Liang, H. (2023) · International Symposium of Chinese CHI (Chinese CHI) · doi:10.1145/3629606.3629614 · Cited by 12
“With the perceived social presence in particular, someone can feel the presence of another in the same environment, whether the other is a real person or a human-like artificial intelligence [7, 31].”
BackgroundImmersive networked music performance systems: identifying latency factors
Turchet, L., & Tomasetti, M. (2023) · 2023 Immersive and 3D Audio: from Architecture to Automotive (I3DA) · doi:10.1109/i3da57090.2023.10289169 · Cited by 15
“In essence, properly designed INMPs are likely to enable musicians to experience the perception of 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 [15], [46].”
BackgroundBennett, C. C., Bae, Y., Yoon, J. H., Chae, Y., Yoon, E., Lee, S., Ryu, U., Kim, S., & Weiss, B. (2023) · Computer Speech and Language · doi:10.1016/j.csl.2023.101521 · Cited by 15
“Primarily, researchers have focused on human perceptions of the robot or agent as it relates to speech behaviors, whether from the standpoint of likeability and animacy (Bartneck et al., 2009) or more complex notions of social presence (see Section 1.1) (Oh et al., 2018).”
BackgroundMethodInfluentialChang, C., Hsu, C.-Y., & Chen, M. (2021) · Sustainability · doi:10.3390/su14010341 · Cited by 24
Guidelines for the design of a virtual patient for psychiatric interview training
Dupuy, L., de Sevin, É., Cassoudesalle, H., Ballot, O., Dehail, P., Aouizerate, B., Cuny, E., Micoulaud‐Franchi, J., & Philip, P. (2020) · Journal on Multimodal User Interfaces · doi:10.1007/s12193-020-00338-8 · Cited by 16
Using CNNs For Users Segmentation In Video See-Through Augmented Virtuality
Pigny, P., & Dominjon, L. (2019) · International Conference on Artificial Intelligence and Virtual Reality · doi:10.1109/aivr46125.2019.00048 · Cited by 15
“In particular, users’ bodies can be merged into the simulation in order to increase their feeling of self [2], [3] and social presence [4].”
BackgroundAssessing ChatGPT Adoption in Higher Education: An Empirical Analysis
Dorobăț, I., & Corbea, A. M. I. (2025) · Electronics · doi:10.3390/electronics14234739 · Cited by 16
Zhang, L., Mo, L., Sun, X., Zhou, Z., & Ren, J. (2025) · Journal of theoretical and applied electronic commerce research · doi:10.3390/jtaer20030200 · Cited by 16
Liu, B., Kralj, A., Moyle, B., & Li, Y. (2025) · Journal of Travel Research · doi:10.1177/00472875251353494 · Cited by 11
“Meanwhile, physical presence is a key factor documented to explain the effectiveness of various VR stimuli (Liu, Kralj et al., 2025; Oh et al., 2018).”
Consumers’ Intentions to Use AI Chatbots on Online Shopping Platforms
Thi, T. D. P., & Duong, N. T. (2025) · Journal of Computer Information Systems · doi:10.1080/08874417.2025.2456750 · Cited by 15
Hoter, E., Ahmad, M. Y. A., & Azulay, H. (2024) · Virtual Worlds · doi:10.3390/virtualworlds3030018 · Cited by 23
“Virtual worlds offer unique opportunities for collaboration in education, as the immersive and interactive nature of these environments facilitates active engagement and participation among learners [12,13].”
BackgroundHow Video Passthrough Headsets Influence Perception of Self and Others
Santoso, M., & Bailenson, J. (2024) · Cyberpsychology, Behavior, and Social Networking · doi:10.1089/cyber.2024.0398 · Cited by 14
“We call the need for further research into the longitudinal and long-term effects of video passthrough immersion to better understand how physiological indicators such as simulator sickness and psychological factors such as social absence can be minimized.”
Self-citationThree roots of online toxicity: disembodiment, accountability, and disinhibition
Pandita, S., Garg, K., Zhang, J., & Mobbs, D. (2024) · Trends in Cognitive Sciences · doi:10.1016/j.tics.2024.06.001 · Cited by 16
Ki, S., Park, S., Ryu, J., Kim, J., & Kim, I. (2024) · Frontiers in Psychology · doi:10.3389/fpsyg.2024.1305477 · Cited by 14
“Seeing other people who share or interact with the same virtual environment as the user increases social presence (Oh et al., 2018).”
BackgroundInfluentialMental Models of Meeting Goals: Supporting Intentionality in Meeting Technologies
Scott, A. E., Tankelevitch, L., & Rintel, S. (2024) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3613904.3642670 · Cited by 11
“Other explorations have explored how technology-supported meetings progress or break down through a range of coordination phenomena including collaborative coupling and problem-solving [28], social presence and co-presence [56], and hybrid meeting experiences [51, 76].”
Horvat, N., Martinec, T., Uremović, I., & Škec, S. (2024) · Advanced Engineering Informatics · doi:10.1016/j.aei.2023.102270 · Cited by 14
Sterna, R., Cybulski, A., Igraś-Cybulska, M., Pilarczyk, J., Segiet, N. M., & Kuniecki, M. (2023) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2023.2285641 · Cited by 14
“As a consequence, we are now able to create an illusion of being with “someone” in a virtual space, which is called co-presence (or social presence; Oh et al., 2018).”
InfluentialHuang, X., Ruiz‐Segura, A., Tan, C., Wang, T., Sharma, R., & Lajoie, S. P. (2023) · Information and Learning Sciences · doi:10.1108/ils-04-2023-0034 · Cited by 15
Impact of perceived social support on pain perception in virtual reality
Neumann, I., Käthner, I., Gromer, D., & Pauli, P. (2022) · Computers in Human Behavior · doi:10.1016/j.chb.2022.107490 · Cited by 17
Towards a multiscale QoE assessment of mediated social communication
Toet, A., Mioch, T., Gunkel, S. N. B., Niamut, O. A., & van Erp, J. B. F. (2022) · Quality and User Experience · doi:10.1007/s41233-022-00051-2 · Cited by 15
“Since physical proximity is a factor of social presence [4], feelings of spatial presence may enhance the perception of social closeness and intimacy to others [35, 36].”
BackgroundCatyanadika, P. E., & Rajasekera, J. R. (2022) · VINE Journal of Information and Knowledge Management Systems · doi:10.1108/vjikms-06-2021-0094 · Cited by 30
Social Responses to Virtual Humans: The Effect of Human-Like Characteristics
Park, S. H., & Catrambone, R. (2021) · Applied Sciences · doi:10.3390/app11167214 · Cited by 21
Meeting of minds: Narratives as a tool to reduce prejudice toward stigmatized group members
Kim, N., & Lim, C. (2021) · Group Processes & Intergroup Relations · doi:10.1177/13684302211012783 · Cited by 17
“According to a systematic review (Oh et al., 2018), research generally shows that people feel higher levels of social presence when there is a visual representation available (e.”
BackgroundChaka, C., Nkhobo, T., & Lephalala, M. (2021) · The Electronic Journal of e-Learning · doi:10.34190/jel.18.6.003 · Cited by 14
Williams, B. A. (2025) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2025.2575897 · Cited by 15
“For instance, an AI agent that displays high levels of anthropomorphism and social presence may evoke positive emotional responses (e.g., enjoyment, trust), leading to higher satisfaction and engagement (Oh et al., 2018; Vanden Abeele et al., 2016).”
Kim, D., Choi, M., & Choi, Y. (2025) · Journal of Hospitality Marketing & Management · doi:10.1080/19368623.2025.2507944 · Cited by 12
“That is, it can be influenced by contextual factors affecting the psychological distance between interacting individuals (Catherine et al., 2018).”
Cicco, R. D., Francioni, B., Curina, I., & Cioppi, M. (2025) · Journal of Services Marketing · doi:10.1108/jsm-10-2024-0539 · Cited by 24
Exploring User Placement for VR Remote Collaboration in a Constrained Passenger Space
Medeiros, D., Wilson, G. A., Sousa, M., Pantidi, N., Mcgill, M., Drago, D., & Brewster, S. (2024) · Virtual Reality Software and Technology · doi:10.1145/3641825.3687722 · Cited by 13
“…(which constitute XR) have had a significant impact on our capacity to communicate and collaborate remotely, bestowing a sense of collocation with remote partners (known as social presence [39]) and allowing rich non-verbal cues such as gaze, pointing and deictic gestures for interaction [14, 48].”
Hands or Controllers? How Input Devices and Audio Impact Collaborative Virtual Reality
Adkins, A., Canales, R., & Jörg, S. (2024) · Virtual Reality Software and Technology · doi:10.1145/3641825.3687718 · Cited by 13
Desnoyers-Stewart, J., Meneghini, M. B., Stepanova, E. R., & Riecke, B. E. (2024) · Frontiers in Virtual Reality · doi:10.3389/frvir.2023.1336581 · Cited by 13
“While there are many ways to measure spatial presence (Souza et al., 2021) and social presence (Oh et al., 2018), few VR studies consider object presence .”
SimpleEgo: Predicting Probabilistic Body Pose from Egocentric Cameras
Cuevas-Velasquez, H., Hewitt, C., Aliakbarian, S., & Baltrušaitis, T. (2024) · International Conference on 3D Vision (3DV) · doi:10.1109/3dv62453.2024.00141 · Cited by 6
“In these scenarios, accurate representation of the user’s appearance and motion are key to creating a sense of embodiment for the user themselves, and immersion for other users interacting with them [8, 26].”
BackgroundThe effects of social presence on cooperative trust with algorithms
Liefooghe, B., Min, E., & Aarts, H. (2023) · Scientific Reports · doi:10.1038/s41598-023-44354-6 · Cited by 13
“Previous research suggests that social context is also an important moderator in Human-AI interactions (see 36 for a review).”
Background
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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