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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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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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“In contrast to these medium-centric views of social presence, Walther (1992) argued that individuals are capable of adapting to different communication media, and can thus achieve their communication goals accordingly.”
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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
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Hällström, J., & Frejd, J. (2023) · Journal of Science Teacher Education · doi:10.1080/1046560x.2023.2165999 · Cited by 9
“During the autumn semester of 2020, teachers also experienced how students’ social presence was different online (Oh et al., 2018).”
BackgroundInfluentialZosh, J. M., Strouse, G. A., Myers, L. J., Xu, C., Stuckelman, Z. D., McClure, E. R., Troseth, G. L., & Barr, R. F. (2022) · Human Behavior and Emerging Technologies · doi:10.1155/2022/9454654 · Cited by 5
“A focus on design is necessary to ensure that virtual spaces build connection rather than disrupt it [65] and ensure equitable access.”
BackgroundComputer games, trust, and immediacy: Role-playing as immigrants in the South
Bouchillon, B., & Stewart, P. (2022) · Computers in Human Behavior · doi:10.1016/j.chb.2022.107571 · Cited by 5
School of Digital Wizards: Exploring the Gamification User Types in a Blended IT Course
Hooda, A., Nousiainen, T., Vesisenaho, M., Ahlström, E., Fort, S., Subirats, L., & Sacha, G. M. (2022) · IEEE Frontiers in Education Conference (FIE) · doi:10.1109/fie56618.2022.9962592 · Cited by 9
“…away from current educational technologies towards more flexible pedagogical solutions for social knowledge construction and intense engagement, for example, the use of extended reality, such as social virtual reality, its immersive affordances tapping into the need for social presence [23,24].”
BackgroundStandley, K., Sage, R., Hargrove, T., Willard, M., Barrett, T. B., Ender, J., & Ravesloot, C. (2022) · Disability & Society · doi:10.1080/09687599.2022.2087489 · Cited by 5
“Previous research suggests that these same benefits have not been found simply by adding a video component to teleconferences (Oh, Bailenson, and Welch 2018).”
BackgroundWho’s talking? Cognitive semiotics in the (new media) wild
Hougaard, A., Oakley, T., & Coulson, S. (2022) · Cognitive Semiotics · doi:10.1515/cogsem-2022-2003 · Cited by 5
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“Over the past 20 years researchers have been studying social interactions between real humans and virtual humans (VHs) primarily by varying VH-specific characteristics or factors associated with a VH’s contextual existence [41,44].”
BackgroundSelf-citationNeural Mechanisms of Subliminal Mentor-Student Relationship Stimuli Processing: An ERP Study
Wu, Y., Luo, N., & Zhang, Y. (2022) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph19052760 · Cited by 5
“According to social presence theory [88], two critical components of being socially present are intimacy and immediacy.”
BackgroundMehmood, F., Mahzoon, H., Yoshikawa, Y., & Ishiguro, H. (2021) · Frontiers in Robotics and AI · doi:10.3389/frobt.2021.758177 · Cited by 6
“These technologies also reduce the social presence of users (Short et al., 1976; Oh et al., 2018; Borup et al., 2012), defined as the perception of an individual’s presence in the communication (Calefato and Lanubile, 2010).”
BackgroundErfolgreicher Wissensaustausch in virtuellen Teams – Wie wichtig ist soziale Präsenz?
Tietz, S., Kneisel, E., & Werner, K. (2021) · Zeitschrift für Arbeitswissenschaft · doi:10.1007/s41449-021-00280-9 · Cited by 9
Socially Present? The Perception of Humanness Online Through Video
Rockey, A., Gonzalez, L., Eberhardt-Alstot, M., & Merrill, M. (2020) · Emerald Group Publishing Limited eBooks · doi:10.1108/s2055-364120200000033002 · Cited by 3
Testing a Quality of Experience (QoE) Model of Loudspeaker-Based Spatial Speech Reproduction
Uhrig, S., Möller, S., Behne, D. M., Svensson, U. P., & Perkis, A. (2020) · International Workshop on Quality of Multimedia Experience · doi:10.1109/qomex48832.2020.9123119 · Cited by 5
“Moreover, spatialized tele-conferences might heighten the sense of being part of an actual conversational scene [6] and evoke feelings of “togetherness” with the other talkers [7].”
BackgroundInstructor presence in online teaching: challenges and opportunities
Kopus, T., Mikhalat, E. S., Belozerova, E. Y., & Meshcheryakova, O. (2021) · SHS Web of Conferences · doi:10.1051/shsconf/202112703002 · Cited by 5
Exploring Configurator Users' Motivational Drivers for Digital Social Interaction
Grosso, C., & Forza, C. (2020) · International Syposium on Methodologies for Intelligent Systems · doi:10.1007/978-3-030-67148-8_10 · Cited by 5
Copresence and Well-being in the Time of Covid-19: Is a Video Call Enough to be and Work Together?
Świdrak, J., Pochwatko, G., & Matejuk, P. (2020) · Multimedia, Interaction, Design and Innovation · doi:10.1007/978-3-030-74728-2_16 · Cited by 5
Chen, Q.-J., Bellucci, A., & Jacucci, G. (2026) · International Conference on Human Factors in Computing Systems · doi:10.1145/3772318.3790299 · Cited by 4
“Users likely require a basic feeling of “being there” before higher-order social presence can emerge [79], but once that baseline is reached, social and self-related factors dominate the impact on user experience.”
MODIFF-8 to better motivate: Live adaptive human-socially interactive agent interaction
Younsi, N., Pélachaud, C., & Chaby, L. (2026) · Journal on Multimodal User Interfaces · doi:10.1007/s12193-026-00477-4 · Cited by 7
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“Multiple theoretical perspectives—including social information processing, construal level theory, and telepresence—explain variations in social presence across communication modes and psychological distance (Oh et al., 2018).”
Wei, Z., Jin, S., Tong, W., Hui, P., Lee, L.-H., & Xu, X. (2025) · Visual Informatics · doi:10.1016/j.visinf.2025.100284 · Cited by 4
The Impact of Digital Communication on Interpersonal Relationships
Ambhore, N. S. (2025) · Journal for Research in Applied Sciences and Biotechnology · doi:10.55544/jrasb.4.4.7 · Cited by 5
Lee, S., Hwang, H., Shin, Y., & Kendeou, P. (2025) · British Journal of Educational Technology · doi:10.1111/bjet.70004 · Cited by 2
Are artificial agents perceived similarly to humans? Knowns, unknowns and the road ahead
Rubo, M., & Neumann, I. (2025) · Frontiers in Psychology · doi:10.3389/fpsyg.2025.1565170 · Cited by 10
“…point to a profound distinction: regardless of whether artificial agents are displayed as characters on a computer screen or represented as robots (Oh et al., 2018; Pan and Hamilton, 2018), they may be ascribed a capacity to act and do (i.e., to make choices, recognize others, or remember things;…”
Ossadnik, J., & Muehlfeld, K. S. (2025) · International Journal of Social Robotics · doi:10.1007/s12369-025-01268-9 · Cited by 3
“Furthermore, some participants indicated a feeling of a social presence during the interaction with Pepper [150, 151], as illustrated by their mentioning of the feeling that they encountered ‘almost a little person’ when interacting with Pepper.”
A Survey on Methodological Approaches to Collaborative Embodiment in Virtual Reality
Zhou, H.-Y., Dong, Y., Inami, M., Sarsenbayeva, Z., & Withana, A. (2025) · arXiv.org · doi:10.48550/arxiv.2507.18877 · Cited by 4
“The integration of haptic feedback in shared virtual spaces has consistently enhanced user experiences and increased perceived social presence [86, 135, 203].”
Collective Embodiment, or the Social Nature of the Sense of Embodiment in Social VR
Kukshinov, E. Y., & Nacke, L. (2025) · IMX · doi:10.1145/3706370.3727895 · Cited by 4
“” Closeness to others is important [32, 56] for the senses of presence (and embodiment) because “it’s stronger when people are closer to me, like closer friends.”
InfluentialUnveiling the Power of AI Fitness Apps
Du, Z., Wang, S., Deng, Z., & Wang, F. (2025) · Journal of Global Information Management · doi:10.4018/jgim.376833 · Cited by 10
Park, J., Yang, Y., Kim, G. J., & Kim, H. (2025) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3706598.3713515 · Cited by 3
“…particular, the trainer remotely instructs the trainees with a live-controlled virtual avatar (rather than with mere voice, text, or fixed animation) to boost trainee engagement, immersion, and the sense of co-presence — where the trainee feels as if they share the same space with the trainer [61].”
GSAC: Leveraging Gaussian Splatting for Photorealistic Avatar Creation with Unity Integration
Zhang, R.-D., Watkins, A., & Sarkar, N. (2025) · International Conference on Virtual Reality · doi:10.1109/icvr66534.2025.11172560 · Cited by 4
Panicker, A., Basu, K., & Chung, C.-F. (2025) · Computer Supported Cooperative Work (CSCW) · doi:10.1007/s10606-025-09513-5 · Cited by 4
“This desire for more visual and sensorial communication is in line with prior social presence literature which states that media better suited to reproduce rich social information (e.g., face-to-face video vs. text communication) is perceived as having a higher social presence (Oh et al. 2018).”
InfluentialImplementation of a Biologically Inspired Responsive Joint Attention System for a Social Robot
García, J., Gamboa‐Montero, J. J., Castillo, J. C., Castro‐González, Á., & Salichs, M. A. (2025) · Advanced Intelligent Systems · doi:10.1002/aisy.202400650 · Cited by 4
Simulating Social Pressure: Evaluating Risk Behaviors in Construction Using Augmented Virtuality
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“As such, this concept is essential for successful computer-generated environments that aim to elaborate on social interaction and communication (e.g., assisted driving frameworks and teleconferences) [6, 7].”
InfluentialIs seeing the same as doing? An evaluation of vicarious experiences in the metaverse
Krieger, C., Luse, A., Khani, G. A., & Sarathy, R. (2025) · Decision Support Systems · doi:10.1016/j.dss.2025.114419 · Cited by 5
Lepistö, S., Koskinen, E., Söderman, M., Celio, F., Wuolio, M. P., Jääskeläinen, I. P., Lindström, J. K., Ravaja, N., Peräkylä, A., & Harjunen, V. J. (2025) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2025.100620 · Cited by 3
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Samuel-Azran, T., Goldberg, S. C., Hayat, T., & Amichai‐Hamburger, Y. (2025) · SAGE Open · doi:10.1177/21582440251325600 · Cited by 5
“…of social presence (i.e., the subjective perception that one is communicating with ‘‘real’’ people who are psychologically present in the conversation; Oh et al., 2018) and social interaction than face-to-face learning environments (Mays, 2016), potentially leading to poorer learning outcomes.”
The Effect of the CoI on Preservice Teachers’ Self-Efficacy in Physical Education
Agiasotelis, E., Karteroliotis, K. E., Giossos, Y. P., & Δανιά, Α. (2024) · Trends in Higher Education · doi:10.3390/higheredu3040047 · Cited by 5
“To achieve the above outcomes, three different e-presence relationships need to be nurtured and sustained: social presence, teaching presence, and cognitive presence [36–38].”
Liao, C.-H. (2024) · BMC Public Health · doi:10.1186/s12889-024-19827-6 · Cited by 4
“…or virtual environments feel temporally distant, such as future health risks that seem far off from the current period, users may find it challenging to perceive the information as immediate or urgent, thereby reducing their sense of presence in the VR health communication process [30, 61].”
BackgroundSchultz, T., Putze, F., Reisenhofer, R., Fehr, T., Meier, M., Mason, C., & Ahrens, F. (2024) · Discover Applied Sciences · doi:10.1007/s42452-024-06122-7 · Cited by 4
“Augmenting the real or virtual experiment setup with such information in LLL-4 can support taking the other person’s perspective or to interact with them naturally [33].”
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Wang, X., Wang, N., & Park, B.-J. (2024) · Journal of Digital Contents Society · doi:10.9728/dcs.2024.25.1.153 · Cited by 4
Chew, H.-J., Freeman, S., Jackson, P. J., Hemingway, D., Klassen-Ross, T., Martin-Khan, M., & Banner, D. (2024) · Digital Health · doi:10.1177/20552076241303195 · Cited by 4
On the Potential of an Independent Avatar to Augment Metaverse Social Networks
Raptis, T., Boldrini, C., Conti, M., & Passarella, A. (2023) · International Conference on Computer Communications and Networks · doi:10.1109/icccn61486.2024.10637545 · Cited by 4
“As the survey [17] nicely points out, the majority of the related literature converges to the conclusion that avatars generally elicit greater social presence value than agents, in the sense that users typically feel higher levels of social presence when a virtual counterpart was thought to be…”
BackgroundMethodMoon, H., Moon, H., Orr, G., & Jeon, M. (2023) · PRESENCE: Virtual and Augmented Reality · doi:10.1162/pres_a_00403 · Cited by 4
“One important measure to evaluate the enjoyment of a cooperative VR game is the level of perceived social presence (Oh, Bailenson, & Welch, 2018).”
BackgroundEEG Investigation on the Tactile Perceptual Performance of a Pneumatic Wearable Display of Softness
Carpi, F., Valles, M. C., Frediani, G., Toci, T., & Grippo, A. (2023) · Actuators · doi:10.3390/act12120431 · Cited by 4
An experimental test of the Big-Fish-Little-Pond Effect using an immersive virtual reality classroom
Hasenbein, L., Trautwein, U., Hahn, J.-U., Soller, S., & Göllner, R. (2023) · Instructional Science · doi:10.1007/s11251-023-09646-4 · Cited by 5
“…than as images seen” (Slater & Wilbur, 1997, p. 3), entailing (a) a spatial perception of actually being in the virtual environment and (b) a social perception of being with others in the virtual environment (Lombard et al., 2009; Oh et al., 2018; Schubert et al., 2001; Slater & Wilbur, 1997).”
Sanchez, P., & Bennett, C. C. (2023) · Journal on Multimodal User Interfaces · doi:10.1007/s12193-023-00410-z · Cited by 4
Capacity Building in Remote Facilitation of Newborn Resuscitation
Ahn, E., Kamath‐Rayne, B. D., Perlman, J. M., & Berkelhamer, S. K. (2023) · Children · doi:10.3390/children10061038 · Cited by 5
LabXscape: A Prototype for Enhancing Player Experience in Cross-Reality Gameplay
McCready, M. A., Covaci, A., & Tabbaa, L. (2022) · 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) · doi:10.1109/ismar-adjunct57072.2022.00041 · Cited by 4
“Social presence, which is described as the feeling of being there with a “real” person [22], has been found to be significant factor affecting PX [23].”
BackgroundMisztal, S., Carbonell, G., & Schild, J. (2022) · International Conference on Serious Games and Applications for Health · doi:10.1109/segah54908.2022.9978590 · Cited by 4
“Self-presence is a state in which one experience a virtual self as the actual self [42], [43] and the connection to the virtual body or identity [44], [45].”
BackgroundConstruction and effect of relationships with agents in a virtual reality environment
Abril, T., Oliveira, J., & Gamito, P. S. (2022) · Virtual Reality · doi:10.1007/s10055-022-00669-9 · Cited by 5
“…as well as the perception of social presence, intelligence, and likeability toward them, is enhanced by realistic behavior and movement, the lack of overlap between objects, and interactivity, haptic feedback, audio, and proximity (Fox et al., 2015; Kim et al., 2017, 2018; Oh et al., 2018).”
BackgroundInfluentialSpeiser, R. (2022) · Journal of Educators Online · doi:10.9743/jeo.2022.19.2.11 · Cited by 4
“…levels of comfort, intimacy, self-reliance, and self-knowledge (Shepherd & Bolliger, 2019; Zhan & Mei, 2013); improved learning and learner satisfaction (Martin et al., 2018; Oh et al., 2018; Richardson et al., 2017); and better online interaction quality (Fiock, 2020; Weidlich & Bastiaens, 2019;).”
BackgroundFerrer, C. D. R., & Fujiwara, T. (2022) · International Conference on Immersive Learning Research Network · doi:10.23919/ilrn55037.2022.9815938 · Cited by 4
Szczuka, J. M. (2022) · Frontiers in Psychology · doi:10.3389/fpsyg.2022.719008 · Cited by 4
“This result is plausible as social presence per definition refers to the feeling of being connected with a “real” person (Oh et al., 2018).”
BackgroundCheng, H.-T., & Pan, Y. (2021) · Hawaii International Conference on System Sciences · doi:10.24251/hicss.2021.506 · Cited by 4
“Prior research has suggested that, when a visual representation is present in CMC interactions, people are more likely to perceive a higher degree of social presence from the communication partner [20].”
BackgroundDo You Need to Travel? Mapping Face-to-Face Communication Objectives to Technology Affordances
Dianiska, R. E., Peasley, C., Wilson, N., Barnett, N. P., Hammel, L., Purdy, B., Wu, P., Shirtcliff, E. A., Oliver, J. H., & Gilbert, S. B. (2020) · Proceedings of the Human Factors and Ergonomics Society Annual Meeting · doi:10.1177/1071181320641256 · Cited by 5
“Researchers including Jeremy Bailenson have led thorough explorations of human-human communications using virtual media within lab settings (e.g., Oh, et al., 2018).”
BackgroundMaurya, R., Nayok, S., Mt, S., & Akshatha, H. S. D. (2020) · doi:10.25215/0802.209 · Cited by 4
“© The International Journal of Indian Psychology, ISSN 2348-5396 (e)| ISSN: 2349-3429 (p) | 71 possible relationship between social presence and learning outcomes (Biocca et al., 2003; Garrison & Arbaugh, 2007; Oh et al., 2018).”
BackgroundDubosc, C., Gorisse, G., Christmann, O., & Richir, S. (2023) · ICAT-EGVE · doi:10.2312/egve.20231314 · Cited by 4
“In-deed, the stylization level of virtual characters could affect the way users interact and impact their sense of social presence in immersive environments [Gar03, NB03, OBW18].”
BackgroundStepanova, E. R., Desnoyers-Stewart, J., & Riecke, B. E. (2026) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3772318.3791023 · Cited by 2
“Touch is associated with many important experiential factors in VR such as increased body ownership [79] and social presence[82], as well positive emotional outcomes for VR social touch [103].”
InfluentialKim, T., Nam, H., Jung, S., Fouad, A. A., Kim, K., & Lee, M. (2026) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3772318.3791539 · Cited by 1
“This finding aligns with previous research reporting effects of gesture size on preference [45] and direct eye gaze enhancing social presence [40].”
Mapping Design Dimensions for Collaborative Learning in Virtual Reality: A Scoping Review
Lui, M., Wang, Y., Yu, J., & Lok, C. (2026) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3772318.3791856 · Cited by 3
“Collaborative VR learning leverages VR’s ability to create social presence — the illusion of being physically present with others in a virtual environment [38, 52].”
Kumar, A., & Shankar, A. (2026) · European Journal of Marketing · doi:10.1108/ejm-03-2024-0206 · Cited by 3
Saucier, C. J., Wack, M., Linvill, D. L., Okoronkwo, A. H., Tatineni, G., & Sezgin, A. (2025) · Computers in Human Behavior · doi:10.1016/j.chb.2025.108881 · Cited by 2
Chellappa, V., Ho, J. C. F., & Luximon, Y. (2026) · Frontiers in Virtual Reality · doi:10.3389/frvir.2026.1728897 · Cited by 3
Feng, Y., Cheah, J., Sorosrungruang, T., Meng, J., & Xia, S. (2026) · Internet Research · doi:10.1108/intr-11-2024-1843 · Cited by 3
Cheng, Y., Bloch, J., Wang, A., Bianchi, A., Withana, A., Guo, A.-H., Heller, L. M., & Lindlbauer, D. (2026) · International Conference on Human Factors in Computing Systems · doi:10.1145/3772318.3791794 · Cited by 3
“We will now discuss our findings, design implications, applications, study limitations, and future work.”
InfluentialYuetikuer, A. (2026) · Frontiers in Public Health · doi:10.3389/fpubh.2025.1721245 · Cited by 3
“In educational technology, empathic interaction design has been found to enhance learning motivation, foster social connectedness, and facilitate emotional resonance and collaboration among learners (15, 17).”
Adoption in human-like AI system: A Moderated-Mediation approach
Ngo, M. V., Lê, H., & Vuong, T. N. (2026) · Journal of Open Innovation: Technology, Market and Complexity · doi:10.1016/j.joitmc.2026.100722 · Cited by 3
A theoretical framework of performance-viewing medium richness
Zuo, Z., & Au, W. T. (2025) · Cogent Arts and Humanities · doi:10.1080/23311983.2025.2600528 · Cited by 2
Poonsiriwong, R., Archiwaranguprok, C., Albrecht, C., Yin, P., Powdthavee, N., Ersner-Hershfield, H., Lertsutthiwong, M., Winson, K., & Pataranutaporn, P. (2026) · Augmented Humans International Conference (AHs) · doi:10.1145/3795011.3797152 · Cited by 4
“…evaluative reasoning and eudaimonic meaning-making rated significantly higher than affective resonance or visual realism—challenges design assumptions prioritizing hyperrealistic synthesis [30, 62] and suggests that complex decisions benefit more from reasoning partners than emotional mirrors.”
Charting the landscape of presence in virtual reality research: a bibliometric review
Williams, P., Kelly, M., Rowett, D. S., & Gwilt, I. (2025) · Frontiers in Virtual Reality · doi:10.3389/frvir.2025.1691240 · Cited by 6
Macey, A.-L., Bujić, M., Belousov, A., Kerouš, B., Järvelä, S., & Hamari, J. (2025) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3757552 · Cited by 3
“We address this issue through our conceptualisation of social presence and the use of an instrument which discerns varied aspects of social presence, including co-presence, while the symmetries are utilised as representation of interpersonal dynamics [26, 50].”
Conde, M., Fischedick, S., Richter, K., Arboleda, S. A., Gross, H.-M., Raake, A., & Doering, N. (2025) · ACM Trans. Hum. Robot Interact. · doi:10.1145/3770851 · Cited by 3
“Because social presence often predicts positive communication outcomes it is relevant in the study of technology-mediated communication [54].”
Lee, J., Jang, H., & Lee, J. (2025) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2025.3616803 · Cited by 3
“Prior studies have shown that when agents exhibit interactive behaviors such as gaze-following or gestures, users tend to allocate greater attentional resources to them [44].”
Let's Do It My Way: Effects of Personality and Age of Virtual Characters
Choi, M., Cui, D.-X., Guo, S., Kao, D., & Mousas, C. (2025) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2025.3616815 · Cited by 3
“The absence of age-related effects on rapport is consistent with meta-analytic findings by Oh et al. [56], who analyzed 152 studies and found that demographic factors like age have little influence on social presence, especially when compared to psychological traits such as extraversion and the…”
Chien, S.-Y. J., Lin, Y., Luo, J., & Chan, Y. (2025) · Expert Systems · doi:10.1111/exsy.70132 · Cited by 4
Mortazavi, A., Taheran, F., & Amiri, D. (2025) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2025.2543989 · Cited by 6
Effects of appearance modifications on oral presentation anxiety in video conferencing
Gong, Z., & Kanai, H. (2025) · Scientific Reports · doi:10.1038/s41598-025-15716-z · Cited by 3
“However, the authors later challenged their explanation by referencing prior literature 43,52 suggesting that photorealism is not a precursor to the sense of co-presence in virtual environments.”
You Can Do It! or Can We? Personal Pronouns and Their Impact on Consumer Goal Pursuit
Sadowski, S., & Das, E. (2025) · Psychology and Marketing · doi:10.1002/mar.70005 · Cited by 3
“…employing more ‘ we ’ pronouns in communication with end users, might boost the perceived social presence (the feeling of being ‘ there ’ with other people in a mediated environment; Oh et al. 2018), what further might improve their chances of success while pursuing goals (e.g., losing weight).”
Chronotopic layers of virtual authenticity: decoding Lil Miquela ’s multi-faceted digital identity
Elyamany, N. (2025) · Visual Communication · doi:10.1177/14703572251332877 · Cited by 3
More than pixels: Why relationships, not just content, keep users in virtual worlds
Kalyvaki, M. (2025) · Computers in Human Behavior · doi:10.1016/j.chb.2025.108747 · Cited by 3
Uses and effects of AR- and VR-based animal embodiment: A field study at a beach music festival
Pimentel, D. (2025) · New Media & Society · doi:10.1177/14614448251346153 · Cited by 3
“Specifically, social presence is defined a subjective sense of “being with” virtual characters in a mediated space (Biocca et al., 2003; Nowak, 2001; Oh et al., 2018).”
Hadjipanayi, C., Sokratous, D., Kyrlitsias, C., Banakou, D., & Michael-Grigoriou, D. (2025) · Frontiers Virtual Real. · doi:10.3389/frvir.2025.1581240 · Cited by 3
Navigating E-Government: Older Adults’ Strategies and Barriers in Accessing State Social Benefits
Bar‐Lev, S., Luria, A., & Aisenberg-Shafran, D. (2025) · Journal of Technology in Human Services · doi:10.1080/15228835.2025.2501961 · Cited by 4
“…factors contributing to low or nonuse of e-government services among older adults, including inadequate design, poor accessibility, limited digital literacy, cognitive and motor limitations, and low proficiency (Almathami et al., 2020; Coiera, 2007; Oh et al., 2018; Rodriguez-Hevía et al., 2020).”
Horvat, N., Šklebar, J., Štorga, M., & Škec, S. (2025) · Advanced Engineering Informatics · doi:10.1016/j.aei.2025.103177 · Cited by 3
Breaking Immersion Barriers: Smartphone Viability in Asymmetric Virtual Collaboration
Merz, C., Latoschik, M., & Wienrich, C. (2025) · CHI Extended Abstracts · doi:10.1145/3706599.3719814 · Cited by 3
“They are often used to evaluate how successful social interaction is in emulating face-to-face communication [19].”
Lam, J., Qiu, L., Xie, T., Lou, C., & Chan, S. (2025) · Virtual Reality · doi:10.1007/s10055-025-01137-w · Cited by 3
“Social presence theory, examining the sense of being with others in mediated environment, has illustrated the influence of oth - ers’ presence on shaping attitudes and behaviours (Oh et al. 2018; Hassanein and Head 2007; Fogg and Tseng 1999).”
Kreuzer, M., Wald-Fuhrmann, M., Weining, C., Tröndle, M., & Egermann, H. (2025) · Music & Science · doi:10.1177/20592043251333995 · Cited by 3
“Immersion is more of a technical concept to describe the potential to be captivated (Oh et al., 2018).”
Greca, A. D., Amaro, I., Frugieri, N., Barra, P., & Tortora, G. (2025) · 2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) · doi:10.1109/vrw66409.2025.00122 · Cited by 3
“Such connection, mediated by technology, makes possible not only the personalized enjoyment of content, but also for active participation in collective dynamics, thus contributing to the emergence of new models of interaction [33].”
Behavioral Measures of Copresence in Co-located Mixed Reality
Uro, P., Berthaut, F., Pietrzak, T., & Wanderley, M. M. (2025) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2025.3549135 · Cited by 3
“We do not conflate it with social presence , its parent dimension, which past studies have mainly employed to investigate whether a virtual entity is perceived like a person [39].”
InfluentialAre Robots Social Beings? Exploring Embodiment and Social Presence in Human-Robot Interactions
Konrad, S., Gamage, B., Herath, D., & Grant, J. B. (2025) · IEEE/ACM International Conference on Human-Robot Interaction · doi:10.1109/hri61500.2025.10973859 · Cited by 3
“…and consequences of social presence in human-computer interactions [9] and human-avatar and human-robot interactions in virtual or immersive environments [10], and expanded to encompass non-verbal cues and social behaviours (see for example the Computers As Social Actors [CASA] paradigm [11]).”
Pattern analysis of ambitious science talk between preservice teachers and AI-powered student agents
Barrett, A., Ke, F.-F., Zhang, N.-D., Dai, C.-P., Bhowmik, S., & Yuan, X. (2025) · International Conference on Learning Analytics and Knowledge · doi:10.1145/3706468.3706570 · Cited by 3
“This might be remedied by including design features that increase the users’ sense of social presence such as increased sensory immersion [17].”
Basille, A., Lavoué, É., & Serna, A. (2025) · Journal on Multimodal User Interfaces · doi:10.1007/s12193-024-00450-z · Cited by 3
“To underscore the fact that linear increases in immersion do not necessarily lead to corresponding increases in social presence, Oh et al. [56] suggest that one of the main differences may be the nature of the task proposed by the studies.”
InfluentialBae, Y.-H., & Bennett, C. C. (2025) · arXiv.org · doi:10.48550/arxiv.2503.16432 · Cited by 3
“Additionally, we employed the Networked Minds measure of social presence to gauge the immersive quality of the interactions [56, 57].”
Sayadi, N., Co, S., & Gómez-Zará, D. (2024) · Proc. ACM Hum. Comput. Interact. · doi:10.1145/3788053 · Cited by 3
“This experience is shaped by how intuitively users’ actions and intentions are translated into the environment [81, 90, 91].”
Sasaki, G., & Igarashi, H. (2024) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2025.3580546 · Cited by 3
“In SVEs, visual interaction, which is crucial for users to communicate with each other [6], enhances social presence by providing the feeling of “being there” [7].”
Wanali, W. A. A., Dresel, M., & Jochems, N. (2024) · Message Understanding Conference · doi:10.1145/3670653.3670661 · Cited by 3
“For the factors that influence social presence, a systematic review by Oh et al. [87] was consulted.”
InfluentialZhuo, S., & Oh, J. (2024) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2024.2390755 · Cited by 3
“Research has underscored the interdependence among design attributes, interaction contexts, and user perspectives, which determines the valence of social presence’s effects (Oh et al., 2018).”
Bao, W., Beuckels, E., Hudders, L., & Yu, S. (2024) · International Journal of Advertising · doi:10.1080/02650487.2024.2365037 · Cited by 4
Exploring engagement dynamics between journalists and news consumers in Social XR
Verhofstadt, A., Jennes, I., den Broeck, W. V., Buggenhout, N. V., Hospital, M., Ramond, D., Grosbois, A., Praprotnik, M., Stimec, S. P., & Kolle, K. (2024) · IMX Workshops · doi:10.1145/3672406.3672420 · Cited by 3
“Over the years, immersive technologies gradually became more accessible in homes and work environments, which led to increased user numbers [ 4 ] .”
Love and the Distance: The Role of Presence in Online Learning
Brown, K., & Zhang, Z. (2024) · Canadian Journal of Education / Revue canadienne de l éducation · doi:10.53967/cje-rce.6163 · Cited by 3
“Online presence operates under the assumption that refining the sense of reality in online media will also create a seamless interactivity close enough to actual physical presence that the latter would not be missed (Oh et al., 2018).”
Callwood, A., Harris, J., Gillam, L., Roberts, S. A., Kubacki, A., Christidis, A., & Tiffin, P. A. (2023) · BMJ Open · doi:10.1136/bmjopen-2023-074440 · Cited by 6
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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