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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]
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
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).”
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“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
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“…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×
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BackgroundMethod
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57 of the 253 references couldn’t be matched to a known paper.
Research works printed but not linked: 38
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Cited by
Sorted by citations
Items 401–500 of 979
Like in the Good Old Times, but Virtual - A Case for Simulating Co-located Multiplayer Games in VR
Sykownik, P., Emmerich, K., & Masuch, M. (2020) · ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/3383668.3419885 · Cited by 8
“As aspects of the immersive quality and contextual characteristics of mediated social interactions affect the perceived social presence [23], we have designed certain aspects of the application with these influencing factors in mind.”
BackgroundLiu, F.-J. (2026) · Journal of Retailing and Consumer Services · doi:10.1016/j.jretconser.2025.104593 · Cited by 8
Sayadi, N., Co, S., & Gómez-Zará, D. (2024) · arXiv.org · doi:10.48550/arxiv.2412.20266 · Cited by 8
“This experience is shaped by how intuitively users’ actions and intentions are translated into the environment [81, 90, 91].”
Chatbots, conversational interfaces, and the stereotype content model
Seiler, R., & Schär, A. (2021) · Journal of the Association for Information Systems · doi:10.21256/zhaw-21508 · Cited by 2
“Trust is further influenced by social presence [20], [32], which in turn is affected by visual representation and identity cues, such as portrait pictures [33].”
BackgroundMethodFjelkner, A., Roxå, T., & Warfvinge, P. (2021) · Högre Utbildning · doi:10.23865/hu.v11.3183 · Cited by 8
“In addition, attempts have been made to positively support student interaction also in online courses, that is to increase the experience of social presence (Oh et al., 2018).”
BackgroundSun, C., Ding, Y., Wang, X., & Meng, X. (2024) · Behavioral Sciences · doi:10.3390/bs14111041 · Cited by 6
“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].”
O'Kane, K. M. K., Otamendi, T., Silverberg, N. D., Choi, E., Sicard, V., Zemek, R., Healey, K., Brown, O., Butterfield, L., Smith, A., et al. (2024) · JMIR Formative Research · doi:10.2196/49133 · Cited by 7
Du, Y.-R., Li, J., He, H.-M., Wang, C.-H., & Zou, B. (2026) · arXiv.org · doi:10.48550/arxiv.2604.12789 · Cited by 7
“PSP refers to the extent to which a robot is perceived as a real social partner rather than a mechanical device (Oh et al., 2018).”
Unlocking co-creation in travel: How generative AI sparks Aha Moments and the behavioral outcome
Zhao, H., Yuan, B., Liu, Y.-Z., & Liao, Y. (2026) · Journal of Hospitality and Tourism Management · doi:10.1016/j.jhtm.2026.101396 · Cited by 7
Gupta, S., Saxena, S., & Kataria, S. (2025) · Psychology and Marketing · doi:10.1002/mar.70093 · Cited by 7
“Also, AR often amplifies co‐ presence feeling and emotional engagement by placing a virtual agent in the user's physical space (Miller et al. 2019; Oh et al. 2018).”
Effect of avatar stylization and facial expression intensity in virtual interactions
Dubosc, C., Gorisse, G., Lefrou, T., Richir, S., & Christmann, O. (2025) · Virtual Reality · doi:10.1007/s10055-025-01238-6 · Cited by 7
“The type of activity users engage in when immersed in a virtual environment – whether collaborative or competitive – has been shown to influence perceived levels of social presence (Oh et al. 2018; Yassien et al. 2020; Dubosc et al. 2021).”
InfluentialCook, M. L., Sheffield, S. L., Ryan, J. G., Bebeau, C., & Rodgers, M. (2025) · Journal of Geoscience Education · doi:10.1080/10899995.2025.2537995 · Cited by 9
“Multi-user synchronous VR, where students appear as avatars and communicate through voice or gestures, has been shown to strengthen co-presence and collaborative engagement (Oh et al., 2018; Radianti et al., 2020).”
Bradley, C., Loomis, A., DiClemente, L. M., Flaten, C., Rahman, S. K. A., Muehlbauer, M. K., Johnson, K., Matthiason, M., & Aebersold, M. (2025) · Journal of Nursing Regulation · doi:10.1016/j.jnr.2025.04.003 · Cited by 7
Do, T. D., Mott, M. E., Tang, J. C., Junuzovic, S., Paradiso, A., & Cutrell, E. B. (2025) · CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA) · doi:10.1145/3706599.3719885 · Cited by 2
“However, relying solely on text can diminish social presence [24], negatively affecting satisfaction [8] and performance [41].”
Schulz, D., Unbehaun, D., & Doernbach, T. (2025) · i-com · doi:10.1515/icom-2024-0045 · Cited by 7
Group Dynamics in the Metaverse: A Conceptual Framework and First Empirical Insights
Grabowski, M., Lehmann‐Willenbrock, N., Rings, S., Blanchard, A., & Steinicke, F. (2024) · Small Group Research · doi:10.1177/10464964241274120 · Cited by 11
Schwab‐Reese, L. M., Renner, L. M., Quang, D., Carlyle, K. E., Nair, I., Chase, K., & DeMaria, A. L. (2024) · Violence Against Women · doi:10.1177/10778012241279106 · Cited by 9
“Visual representation, including the degree to which the representation looks and behaves like a person, also in fl uences social presence (Oh et al., 2018).”
Bourgaize, S., Cinelli, M. E., Raimbaud, P., Hoyet, L., & Olivier, A. (2024) · ACM Symposium on Applied Perception · doi:10.1145/3675231.3675233 · Cited by 7
“When interacting with a simulated virtual pedestrian in VR, proximity was identified as an indicator of social presence [Fox et al. 2014; Oh et al. 2018].”
Intersecting realms: a cross-disciplinary examination of VR quality of experience research
Zheleva, A., Marez, L. D., Talsma, D., & Bombeke, K. (2024) · Virtual Reality · doi:10.1007/s10055-024-01031-x · Cited by 5
“It encompasses tel-epresence, where users feel transported to remote locations, and social presence—feeling connected with real people in virtual environments, which influences persuasion and attraction (Oh et al. 2018).”
Presence, (re)focused and explicated
Kukshinov, E. Y. (2024) · The Communication Review · doi:10.1080/10714421.2024.2366684 · Cited by 7
“While social presence is typically linked to computer-mediated communication among real people (Kreijns et al., 2022), at times, artificial social agents are included in this type of presence (Cummings & Wertz, 2023; C. S.”
InfluentialCo‐perceiving : Bringing the social into perception
Deroy, O. D., Longin, L., & Bahrami, B. (2024) · Wiley Interdisciplinary Reviews Cognitive Science · doi:10.1002/wcs.1681 · Cited by 15
Shanley, D., & Meacham, D. (2024) · Journal of Responsible Technology · doi:10.1016/j.jrt.2024.100085 · Cited by 8
Simon, C., Boukli-Hacene, M., Lebrun, F., Otmane, S., & Chellali, A. (2024) · IEEE Conference on Virtual Reality and 3D User Interfaces · doi:10.1109/vr58804.2024.00087 · Cited by 7
“…choice to conceal the absence of the real instructor is justified by previous research indicating that the extent to which a virtual entity is perceived as being controlled by an actual person rather than by a computer (perceived agency) influences user experience and social presence in a VE [17,36].”
Guo, X. (2024) · Accounting Education · doi:10.1080/09639284.2024.2303079 · Cited by 8
“Oh et al. (2018) reviewed 152 studies and found evidence for the positive impact of immersion and context on social presence.”
Background"\"It patted my arm\": Investigating Social Touch from a Virtual Agent"
Boucaud, F., Pélachaud, C., & Thouvenin, I. (2023) · International Conference on Human-Agent Interaction (HAI) · doi:10.1145/3623809.3623853 · Cited by 6
“Self-location is not always included in the definitions of sense of embodiment [30] however, and can instead be linked to the notion of presence [26].”
BackgroundCognitive Shifts in Bilingual Speakers Affect Speech Interactions with Artificial Agents
Bennett, C. C., Kim, S. Y., Weiss, B., Bae, Y.-H., Yoon, J. H., Chae, Y., Yoon, E., Ryu, U., Cho, H., & Shin, Y. (2023) · International journal of human computer interactions · doi:10.1080/10447318.2023.2261728 · Cited by 7
“…we collected several common HRI instruments at the end of each 30-minute game session, including the Godspeed scale (Bartneck et al., 2009) for measuring general perceptions of a robot/agent and the Networked Minds instrument (Biocca et al., 2001) for measuring social presence (Oh et al., 2018).”
Callimaci, A., & Fortin, A. (2023) · Accounting Education · doi:10.1080/09639284.2023.2257676 · Cited by 7
“As Oh et al. (2018) con fi rm, ‘ studies have shown that social presence is associated with a variety of positive communication outcomes, such as persuasion and attraction ’ (Oh et al., 2018, p. 3).”
InfluentialZhu, W., & Hua, Y. (2023) · Interactive Learning Environments · doi:10.1080/10494820.2023.2255229 · Cited by 7
“Two of the most studied psychological traits include collaborative learning (Richardson & Swan, 2003) and the need to belong (Oh et al., 2018).”
The road System travelled: Five decades of technology in language education
González-Lloret, M. (2023) · System (Linköping) · doi:10.1016/j.system.2023.103124 · Cited by 7
Investigating social presence in “In Real Life” streaming for community building
Lee, Y.-H., Yuan, C.-W., & Bi, N. (2023) · New Media & Society · doi:10.1177/14614448231176769 · Cited by 7
“Live streaming can afford a sense of presence through its synchronous interactions that involve immediate feedback, non-verbal cues, and language use variety (Kowert and Daniel, 2021; Oh et al., 2018).”
van Brussel, S., Timmermans, M., Verkoeijen, P. P. J. L., & PAAS, F. G. W. C. (2023) · Instructional Science · doi:10.1007/s11251-023-09623-x · Cited by 7
Or, S., Meir, N., Ron, D., Livio, O., Tsfati, Y., & Tal-Or, N. (2023) · Journalism Studies · doi:10.1080/1461670x.2023.2173957 · Cited by 7
“The concept of social presence was initially studied and established in virtual reality research, where participants form a sense of being part of social interaction with other human players and artificial entities such as avatars (Oh, Bailenson, and Welch 2018).”
BackgroundImproving Collaborative Learning in Virtual Reality With Facial Expressions
Tarnec, H. L., Augereau, O., Bevacqua, E., & Loor, P. D. (2022) · UbiComp/ISWC Adjunct · doi:10.1145/3544793.3560387 · Cited by 7
“This concept is seen as a psychological experience offered by the mediated system and differs from immersion—which designates what technology brings from a purely objective point of view through the intrinsic qualities of the mediated system [16].”
BackgroundInfluentialShifting Design Perspectives: Touch, Co-Location, and Sharing Objects during the Pandemic
Ryokai, K., Bulalacao, N., Jacobo, S., Boradkar, P., & Dobson, K. (2022) · Multimodal Technologies and Interaction · doi:10.3390/mti6090074 · Cited by 6
Measuring Visual Social Engagement from Proxemics and Gaze
Webb, N., Giuliani, M., & Lemaignan, S. (2022) · IEEE International Symposium on Robot and Human Interactive Communication · doi:10.1109/ro-man53752.2022.9900801 · Cited by 7
“Oh et al. [17] conducted a review of the literature concerning social presence.”
BackgroundRemote Communication via Huggable Interfaces - Behavior Synchronization and Social Presence
Nuñez, E., Hirokawa, M., Hautasaari, A., & Suzuki, K. (2022) · CHI Extended Abstracts · doi:10.1145/3491101.3519699 · Cited by 7
“One approach argues that different media has different properties and abilities to produce rich social information [2], which commonly brings researchers to explore whether the perceived social presence levels change while interacting through one medium compared to others [12].”
BackgroundXu, X. (2022) · Virtual Reality · doi:10.1007/s10055-022-00646-2 · Cited by 7
“With the help of the NVivo software, answers to the text-based interview questions were categorized and coded according to the attributes (interactivity, social cues, visual representation, psychological traits, technical issues, and personality and agency) of social presence (Oh et al. 2018).”
InfluentialGallagher, C., Turkay, S., & Brown, R. (2021) · Australasian Computer-Human Interaction Conference · doi:10.1145/3520495.3520511 · Cited by 7
“This means that many of the design choices made by the authors were not grounded in relevant HCI or educational theories such as place plausibility [71], embodied cognition [2], situated cognition [6], and social presence [59].”
BackgroundVolonte, M., Wang, C., Ebrahimi, E., Hsu, Y.-C., Liu, K., Wong, S., & Babu, S. V. (2021) · IEEE Conference on Virtual Reality and 3D User Interfaces (VR) · doi:10.1109/vr50410.2021.00040 · Cited by 8
Bennett, C. C., & Weiss, B. (2022) · AAMAS Workshops · doi:10.1007/978-3-031-20179-0_5 · Cited by 7
“To evaluate the effects, we utilized two common standardized scales: Godspeed scale [1] for measuring perceptions of a robot/agent and the Networked Minds instrument [6] for measuring social presence [27].”
MethodVirtual humans in virtual reality: a scoping review on sociability, fidelity, and expression
Chandran, J. K. S., Llorens-Salvador, M., & Ennis, C. (2026) · Frontiers in Virtual Reality · doi:10.3389/frvir.2026.1738000 · Cited by 6
Shi, Y., Wang, X., Gong, J. Y., & Wang, W. (2026) · Acta Psychologica · doi:10.1016/j.actpsy.2026.106336 · Cited by 7
Zheng, C., Ling, S., Huang, Y., & Li, X. (2025) · Behavioral Sciences · doi:10.3390/bs15081140 · Cited by 10
“It serves as a crucial indicator for assessing the “sense of real presence” in a social environment (Oh et al., 2018; Short et al., 1976).”
Rodríguez-Ardura, I., Meseguer-Artola, A., Lladós-Masllorens, J., & de Luna, I. R. (2025) · International Journal of Educational Technology in Higher Education · doi:10.1186/s41239-025-00531-3 · Cited by 6
“While the spatial and social dimensions of presence have been adopted in pivotal theoretical studies (see Lombard & Jones, 2015), most empirical research has only considered one dimension or the other (Cummings & Bailenson, 2016; Oh et al., 2018).”
Tütüncü, E. K., Oliva, R., & Slater, M. (2025) · Frontiers Virtual Real. · doi:10.3389/frvir.2025.1569708 · Cited by 6
Quantifying Social Connection With Verbal and Non-Verbal Behaviors in Virtual Reality Conversations
Kim, H., & Lee, J. (2025) · International Conference on Human Factors in Computing Systems · doi:10.1145/3706598.3713674 · Cited by 6
“Lastly, questionnaires cannot capture the subtle changes in interaction [80].”
Güven, G., Özen, S. O., & Şarlakkaya, K. (2025) · Research in Science & Technological Education · doi:10.1080/02635143.2025.2487758 · Cited by 6
“Increased interaction allows users to feel more immersed in the virtual environment (Geris and Tunga 2020; Nilsson, Nordahl, and Serafin 2016; Oh, Bailenson, and Welch 2018).”
Spatial word of mouth: How user reviews in the metaverse shape the success of virtual reality apps
Kübler, R. V., & Hennig‐Thurau, T. (2025) · Journal of Retailing · doi:10.1016/j.jretai.2025.03.002 · Cited by 9
Enhancing Social Experiences in Immersive Virtual Reality with Artificial Facial Mimicry
Visconti, A., Calandra, D., Giorgione, F., & Lamberti, F. (2025) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2025.3549163 · Cited by 11
“Eye contact is a key non-verbal cue that signals awareness and enhances social connection, while nodding indicates engagement in conversations [60].”
Reframing Social Presence for Human Robot Interaction
Wijesinghe, N. H., Peng, Y., Konrad, S., Jayasuriya, M., Grant, J. B., & Herath, D. (2025) · IEEE/ACM International Conference on Human-Robot Interaction · doi:10.1109/hri61500.2025.10973988 · Cited by 6
“Originally conceived to describe the degree of “being there” experienced in communication technologies [2], SP has broadened in scope to encompass the nuances of engagement and relational dynamics between humans and artificial social agents.”
Designing an immersive virtual reality artefact for disability inclusion: an action design research
Zhang, X., Pan, S. L., Tim, Y., & Jiang, Z. (2025) · European Journal of Information Systems · doi:10.1080/0960085x.2025.2460805 · Cited by 10
“Interactive environments that dynamically respond to user actions and facilitate social interactions with avatars enhance immersion and presence, intensifying the feeling of “being there” and making the experience more engaging and realistic (Bowman & McMahan, 2007; Oh et al., 2018).”
Harari, R., Ravandi, B., Nabiyouni, M., Altaweel, A., Nodooshan, H. S., Karimi, H., & Wang, H. (2025) · Computers in Human Behavior · doi:10.1016/j.chb.2025.108596 · Cited by 6
Allen, S., Batista, B. F., Zhang, L., & Haynal, K. (2024) · Communication education · doi:10.1080/03634523.2024.2430778 · Cited by 6
“The capacities of VR to deliver a vivid illusion and experience that simulate reality are associated with the participant’s sense of presence (Oh et al., 2018).”
Avatars at risk: Exploring public response to sexual violence in immersive digital spaces
Singh, N. K., Ray, R. K., Silayach, N., Dash, D. P., & Singh, A. K. (2024) · Computers in Human Behavior · doi:10.1016/j.chb.2024.108500 · Cited by 9
Fabre, É., Rekimoto, J., & Itoh, Y. (2024) · Augmented Humans International Conference (AHs) · doi:10.1145/3652920.3652945 · Cited by 5
“This validated questionnaire is commonly used in research to measure social presence in a variety of contexts [3, 41, 57].”
BackgroundExploring Co-Presence in Virtual Work: A Literature Review
Sarwesti, Putri, N. A., Piranti, M., Ariani, D., & Irwansyah (2023) · Perspektif · doi:10.31289/perspektif.v12i4.9828 · Cited by 6
Simultaneously Here and There: Situating online organizing in our embodied material practices
Whyte, J., Comi, A., & Mosca, L. (2023) · Organization Theory · doi:10.1177/26317877231217311 · Cited by 6
“The experience of presence, however, cannot be taken for granted but varies across interactions, depending on specific circumstances of the interaction at hand (Oh et al., 2018).”
BackgroundAn Asymmetric Multiplayer Learning Environment for Room-Scale Virtual Reality and a Handheld Device
Holly, M., Resch, S., & Pirker, J. (2023) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3604244 · Cited by 6
“When engaging with other players who are physically present, social presence can be enhanced through the use of shared physical spaces, such as virtual reality arcades or gaming lounges, that provide a sense of community and shared experience [33].”
BackgroundReducing dehumanisation through virtual reality: prospects and pitfalls
Farmer, H. (2023) · Current Opinion in Behavioral Sciences · doi:10.1016/j.cobeha.2023.101283 · Cited by 8
“When the virtual environment contains other people, this sense of presence takes on a social aspect relating the user to those depicted [55].”
BackgroundThe Stage and the Theatre: AltspaceVR and its Relationship to Discord
Alcala, K., D'Achille, A., & Bruckman, A. (2023) · Proc. ACM Hum. Comput. Interact. · doi:10.1145/3579529 · Cited by 6
“VR technologies can include a number of technological affordances that promote social presence, such as behavioral realism of avatars, haptic feedback, and physical proximity [42].”
BackgroundBourgaize, S., McFadyen, B. J., & Cinelli, M. E. (2022) · Human Movement Science · doi:10.1016/j.humov.2023.103071 · Cited by 6
Birnbaum, G. E., Chen, Y. R., Zholtack, K., Giron, J., & Friedman, D. A. (2022) · Current Research in Ecological and Social Psychology · doi:10.1016/j.cresp.2022.100084 · Cited by 10
Buehler, E. M., & High, A. C. (2022) · Communication monographs · doi:10.1080/03637751.2022.2117393 · Cited by 6
“The fi ndings for screen size did not support our predictions; however, past studies have provided mixed evidence about the association between screen size and social presence (see Oh et al., 2018).”
ResultHirsch, L., George, C., & Butz, A. (2022) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2022.3203092 · Cited by 6
“Social presence is a measurable indicator for users’ sensation of others within a shared VE [58].”
BackgroundAssessing Automatic Approach-Avoidance Behavior in an Immersive Virtual Environment
Degner, J., Steep, L., Schmidt, S., & Steinicke, F. (2021) · Frontiers in Virtual Reality · doi:10.3389/frvir.2021.761142 · Cited by 9
“The degree of elicited presence depends on various factors, including the user’s individual psychological traits (Oh et al., 2018) as well as the VR system’s technical capability to deliver a realistic, convincing environment (i.”
BackgroundTikka, P., McNamara, R. G., Gerry, L., Kosunen, I., & Kaipainen, M. (2021) · PRESENCE: Virtual and Augmented Reality · doi:10.1162/pres_a_00378 · Cited by 6
“…is not just a mechanistic interaction, but a highly context-dependent enactment comparable to physical “sense of being with another” (Biocca et al., 2003, p. 456); it “renders persons uniquely accessible, available, and subject to one another” (Goffman, 1959, p. 22; see also Oh et al., 2018).”
BackgroundBenedict, C., Lazard, A. J., Smith, S., Agrawal, A., Collins, M. K. R., & Love, B. (2021) · Journal of applied communications research · doi:10.1080/00909882.2021.1971737 · Cited by 6
“In-app social presence, or the feeling of being with others, was assessed using five adapted Likert-type items (Feng et al., 2016; Oh et al., 2018).”
MethodDevelopment of Speech Dialogue Systems for Social AI in Cooperative Game Environments
Suh, J.-G., Bennett, C. C., Weiss, B., Yoon, E., Jeong, J., & Chae, Y. (2021) · 2021 IEEE Region 10 Symposium (TENSYMP) · doi:10.1109/tensymp52854.2021.9550859 · Cited by 6
“We hypothesize that for the agent to be perceived as a “real person”, its social actions are important such as leaving resources to the one in need, responding appropriately to player actions, but that also simple auditory/visual cues may play a critical role [2].”
BackgroundGao, Q., & Chen, Y. (2021) · Wiley eBooks · doi:10.1002/9781119636113.ch45 · Cited by 12
Near and Dear: Designing Relatable VR Agents for Training Games
Adinolf, S., Wyeth, P. A., Brown, R. A., & Simpson, L. R. (2020) · Australian Conference on Human-Computer Interaction (OzCHI) · doi:10.1145/3441000.3441007 · Cited by 9
“VR specifcally has shown promise to support such connections through increased sense of social presence [59].”
BackgroundBrosi, P., & Schuth, M. (2020) · Research on emotion in organizations · doi:10.1108/s1746-979120200000016009 · Cited by 6
Heightening of moral identity: The role of mobile prosocial messages and presence
Goh, T., Dai, X., Liu, I. Q., & Wen, B. (2020) · Journal of Moral Education · doi:10.1080/03057240.2020.1793743 · Cited by 5
“Hence, social agencies should learn to operationalize the presence theory (Oh et al., 2018; Song & Hollenbeck, 2015) to develop prosocial messages with a strong sense of presence in order to influence individuals to act on social campaigns.”
BackgroundBagher, M. M., Sajjadi, P., Carr, J., LaFemina, P., & Klippel, A. (2020) · International Conference on Immersive Learning Research Network · doi:10.23919/ilrn47897.2020.9155123 · Cited by 6
A social presence benchmark framework for extended reality (XR) technologies
Lege, R. (2024) · Computers & Education: X Reality · doi:10.1016/j.cexr.2024.100062 · Cited by 6
Immersive Virtual Reality and Its Use in Developing Empathy in Undergraduate Students
Villalba, É. E., & Jacques-García, F. A. (2021) · Advances in intelligent systems and computing · doi:10.1007/978-3-030-70416-2_46 · Cited by 5
Gleich, T., & Schöbel, S. (2026) · Journal of strategic information systems · doi:10.1016/j.jsis.2026.101955 · Cited by 5
Consumer Acceptance of Conversational Bots: Systematic Literature Review and Meta‐Analysis
Fares, O. H., & Lee, S. H. (2026) · Journal of Consumer Behaviour · doi:10.1002/cb.70130 · Cited by 6
Zhou, D., & Globa, A. (2026) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2025.2603632 · Cited by 6
“In XR settings it comprises three dimensions—co-presence (perceiving others’ presence), psychological involvement (attending to others), and behavioral engagement (mutual interaction) (Oh et al., 2018).”
Zhong, Y., Guo, K., Xu, L., & Fryer, L. K. (2026) · Educational Research Review · doi:10.1016/j.edurev.2026.100767 · Cited by 6
Li, H., Sun, S., Jing, Z., Zhang, R., & He, Y. (2025) · Frontiers in Public Health · doi:10.3389/fpubh.2025.1706897 · Cited by 6
“Oh et al. (57, 102) further confirmed that avatars that closely resemble real people in both appearance and behavior foster deeper perceptions of realism and interpersonal connection.”
Fang, S., Liu, X., Igarashi, T., & Yatani, K. (2025) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2025.103719 · Cited by 5
Xu, T., Chen, Q., Zhang, Z., Dong, B., Zhang, H., Bai, J., & Zhou, Y. (2025) · The Internet and Higher Education · doi:10.1016/j.iheduc.2025.101034 · Cited by 9
The AI transparency dilemma: when more is less for trust and adoption
Ngo, V. M. (2025) · Information Discovery and Delivery · doi:10.1108/idd-03-2025-0056 · Cited by 17
Kim, S., Park, S., Uhm, J.-P., & Ahn, S. (2025) · International journal of human computer interactions · doi:10.1080/10447318.2025.2495113 · Cited by 5
“This finding aligns with the previous research that emphasizes the importance of social presence in enhancing user experience and psychological outcomes in virtual settings (Green, 2023; Oh et al., 2018).”
InfluentialAdaptive mechanisms of developing social connectedness in virtual reality environments
Derda, I., Wouter, M., & Smit, T. (2025) · Design for Health · doi:10.1080/24735132.2025.2506255 · Cited by 5
“…are perceived as being real and the extent to which the user is able to interact with and navigate within the virtual world (cummings and Bailenson 2016; Oh, Bailenson, and Welch 2018; skalski and tamborini 2007; slater and Wilbur 1997) and allows to say that the environment facilitated the…”
InfluentialGong, D., Yan, H., Wu, M., Wang, Y., Lei, Y., Wang, X., & Xiao, R. (2025) · Electronics · doi:10.3390/electronics14061129 · Cited by 5
Mishra, U. (2025) · Journal of Advances in Accounting, Economics, and Management · doi:10.47134/aaem.v2i3.627 · Cited by 5
“Trust has long been identified as a key factor in online purchase decisions (Oh et al., 2018).”
Near future practices of interaction analysis: technology-mediated trends in educational research
Davidsen, J., & Steier, R. (2024) · International Journal of Research & Method in Education · doi:10.1080/1743727x.2024.2410306 · Cited by 7
“…analysing interaction, it is important to clarify the concept of immersion, which has been used both to characterize a human sense of being in some alternate reality related to ‘presence’ (Nilsson et al. 2016), as well as a technology’s capacity to mediate the alternate experience (Oh et al. 2018).”
Zhang, J., & Li, Q. (2024) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2024.2392966 · Cited by 7
“Although few studies have discussed the relationship between PI and SP in MMCs, a review article by Oh et al. (2018)suggested that interactivity features of technologies and information processes were predictors of SP.”
InfluentialMendes, D. C. G., Costa, R., Agrela, J. G., Badia, S. B. I., & Cameirão, M. S. (2024) · SeGAH ... IEEE ... International Conference on Serious Games and Applications for Health/IEEE International Conference on Serious Games and Applications for Health · doi:10.1109/segah61285.2024.10639572 · Cited by 6
“This implies that some elements that tend to affect behavioral realism (e.g., animation fidelity) must be carefully calibrated to avoid causing greater feelings of eeriness [16].”
BackgroundInfluentialSynlogue with Aizuchi-bot: Investigating the Co-Adaptive and Open-Ended Interaction Paradigm
Yoshimura, K., Chen, D., & Witkowski, O. (2024) · International Conference on Human Factors in Computing Systems · doi:10.1145/3613904.3642046 · Cited by 5
“While the link between social presence and the emotional quality of communication necessitates further exploration [64], our study highlights a potential downside: the heightened perception of social presence can inadvertently increase user nervousness.”
BackgroundTalk to the Tablet: Technology’s Impact on Medical Social Work Practice during COVID-19
Power, S. R., Washington, T. R., & Lewinson, T. (2024) · Journal of Technology in Human Services · doi:10.1080/15228835.2024.2343687 · Cited by 7
“Current technology can convey social presence, but various factors ( i.e. immersive, contextual, and individual) impact the translation of presence (Oh et al., 2018).”
Hossain, E., Cox, A. L., Dowthwaite, A., & Rogers, Y. (2024) · Proc. ACM Hum. Comput. Interact. · doi:10.1145/3653689 · Cited by 5
Toth, G., Tomlins, M., James, T., Bond, K., & Kumar, B. H. (2024) · Open Learning The Journal of Open Distance and e-Learning · doi:10.1080/02680513.2024.2322510 · Cited by 6
“Consideration should be given to ‘communication preferences and goals of the interactants’ (Oh et al., 2018, p. 25), which may include other forms of real-time participation via technological tools such as the chatbox and polls as well as asynchronous responses, such as emails and the viewing of…”
Wei, M. C., Ahmad, N. A., Ismail, I. A., & Alias, S. N. (2024) · Asian Journal of University Education · doi:10.24191/ajue.v20i1.25740 · Cited by 5
“A friendly and supportive learning environment fosters active engagement in meaningful learning activities for students (Oh et al., 2018).”
Bouchillon, B. (2023) · Social science computer review · doi:10.1177/08944393231219192 · Cited by 5
“Besides becoming more competent, this led networked social interactions to feel more realistic and intimate to them, as fundamental aspects of social presence (Bouchillon, 2022; Oh et al., 2018).”
Work vs. Leisure – Differences in Avatar Characteristics Depending on Social Situations
Hube, N., Reinelt, M., Vidackovic, K., & Sedlmair, M. (2023) · International Symposiu on Visual Information Communication and Interaction · doi:10.1145/3615522.3615537 · Cited by 5
“According to studies investigating the effect of presence and realism of avatars in CVEs, visual representations increase the feeling of social presence [48, 62], both for the collaboration partner and for self-representation.”
BackgroundMatre, M., Johansen, T. E. B., Olsen, A., Tornås, S., Martinsen, A., Lund, A. D., Becker, F., Brunborg, C., Spikman, J. M., Ponsford, J. L., et al. (2023) · BMC Digital Health · doi:10.1186/s44247-023-00036-x · Cited by 6
“A range of factors influences social presence, from the presence or absence of a visual representation of the other person to the photographic and behavioral realism of that person [28].”
BackgroundIntegrating Mobile Technologies: Two Stage Study on Academic Performance and Social Presence
Elverici, S. E. (2023) · Sustainability · doi:10.3390/su151612505 · Cited by 4
Planet Anima: a virtual graduation experience in the metaverse
Gao, Z.-H., & Lyu, X. (2023) · Digital Creativity · doi:10.1080/14626268.2023.2254750 · Cited by 5
“At the end of the session, participants were asked to fi ll a post-test questionnaire, which collected metrics including presence (Skarbez, Brooks, and Whitton 2017), social presence (Oh, Bailenson, and Welch 2018), emotional involvement (Baños et al. 2000) and usability during the session.”
BackgroundMethodResult
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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