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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).”
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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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“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).”
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“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.”
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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
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 601–700 of 979
Setting the Stage: Fairness Behavior in Virtual Reality Dictator Games
Horky, F., Krell, F., & Fidrmuc, J. (2023) · Journal of Behavioral and Experimental Economics · doi:10.1016/j.socec.2023.102114 · Cited by 3
Social Presence Mediates Audience Behavior Effects on Social Stress in Virtual Public Speaking
Kessassi, C., Chollet, M., Dumas, C., & Cao, C. G. L. (2023) · International Conference on Affective Computing and Intelligent Interaction and workshops · doi:10.1109/acii59096.2023.10388126 · Cited by 5
“Social presence refers to “the feeling of being there with a real person” [3], [24], and is higher when using immersive platforms compared to non-immersive ones, such as desktop platforms [19].”
Exploring the Use of Social Virtual Reality Conferences in Higher Education
Kumari, G., Knutzen, K., & Schuldt, J. (2023) · Grid Economics and Business Models · doi:10.1109/gecon58119.2023.10295104 · Cited by 3
“It is one dimension of the sense of presence [12] and can influence the socio-group behavior of users and, thus, the collaboration and learning outcomes of educational activities [5].”
BackgroundTowards Understanding Sense of Inclusion in Social VR Onboarding
Fang, S., & Yatani, K. (2023) · CHI Extended Abstracts · doi:10.1145/3544549.3585751 · Cited by 3
“Although social presence can evaluate the level of the feeling of “being there together" and positively correlates to enjoyment, trust, and pro-social behaviors [41, 43], it does not fully capture one’s sense of centrality in social interactions.”
Liu, M., Zhu, Y., Xu, Z., & Meng, S. (2023) · JMIR Serious Games · doi:10.2196/46243 · Cited by 3
“Apart from technological modality, contextual properties such as social cues and agency also influence social presence [18].”
BackgroundInfluentialReflecting on Research: a Virtual GLAM Proposal
Vallance, M. (2022) · International Conference of the Immersive Learning Research Network (iLRN) · doi:10.23919/ilrn55037.2022.9815949 · Cited by 3
Catyanadika, P. (2021) · International Journal of Research In Business and Social Science · doi:10.20525/ijrbs.v10i6.1327 · Cited by 3
“Social presence increase the sense of belonging of members to the community, which drive members to share his opinion, emotional expression, and continuous discussion, even though the discussion conducted without physical interaction (Oh et al., 2018).”
BackgroundEvoking an Intentional Stance during Human-Agent Social Interaction: Appearances Can Be Deceiving
Bennett, C. C. (2021) · IEEE RO-MAN · doi:10.1109/ro-man50785.2021.9515420 · Cited by 4
“One could think of this as another angle to exploring the concept of “social presence” [34], as well as belief-desire-intent (BDI) models to create artificial “personalities” for autonomous agents [35].”
BackgroundMethodPathway into translation online teaching and learning: three case-studies
Valentine, E., & Wong, J. (2021) · The Journal of Specialised Translation · doi:10.26034/cm.jostrans.2021.042 · Cited by 3
“Assignment content and instructions, which are important for supporting online learning (Oh et al. 2018, Salmon 2000), contribute to cognitive presence.”
Investigating the Design Strategies of EFL Learning Videos from the Perspective of Social Presence
Ge, J., Liang, X.-B., & Peng, T. (2021) · The Asia-Pacific Education Researcher · doi:10.1007/s40299-021-00556-y · Cited by 3
Lee, K., & Kim, A.-R. (2020) · Sport Mont · doi:10.26773/smj.201016 · Cited by 3
“…the media-based virtual communication environment, it seems to be necessary to discuss how the social and psychological factors of individual internet broadcasting users might influence one’s social presence experience in addition to the technical attributes (Hwang & Park, 2007; Oh et al., 2018).”
BackgroundInfluentialStanley, J. C., Eriş, Ö., & Lohani, M. (2020) · 2020 IEEE International Conference on Humanized Computing and Communication with Artificial Intelligence (HCCAI) · doi:10.1109/hccai49649.2020.00007 · Cited by 2
“This trait has been implied in discussions of machines and social presence [70], [74], [75], mind [4], [49], and techno-animism [76].”
BackgroundReconceptualizing Determinants of Consumer Attitudes Toward Social Commerce Sites
Pacheco, B. G., & Jaipaul-O’Garro, R. (2020) · Journal of Internet Commerce · doi:10.1080/15332861.2020.1740962 · Cited by 3
“A medium that offers more social presence is regarded as more sociable, personal and warm, in comparison to one with lower levels of social presence (Oh, Bailenson, and Welch 2018), where warmth is defined as a medium ’ s ability to convey feelings of human contact, sociability, and sensitivity…”
BackgroundThe Kuroko Paradigm: The Implications of Augmenting Physical Interaction with AR Avatars
Gao, T.-Y., & Itoh, Y. (2019) · 2019 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) · doi:10.1109/ismar-adjunct.2019.00022 · Cited by 3
“Unlike the VR avatars popular in the research community [7], AR avatars present in the real view of users, making their presence an important factor in real life human social behavior.”
BackgroundCyberlearning and Augmented Reality in STEM Education
Haghanikar, M. M. (2019) · IEEE Games Entertainment Media Conference · doi:10.1109/gem.2019.8811537 · Cited by 3
Spatial Cognition in Virtual Reality
Kljajević, V. (2021) · Cognitive systems monographs · doi:10.1007/978-3-662-63742-5_5 · Cited by 3
Marcoux, A., Tessier, M.-H., Grondin, F., Reduron, L. R., & Jackson, P. L. (2021) · Santé mentale au Québec · doi:10.7202/1081509ar · Cited by 5
Liu, X., Wu, J. Y., & Li, Z. L. (2026) · International Journal of Hospitality Management · doi:10.1016/j.ijhm.2026.104812 · Cited by 2
Badeja, D., Schier, F., McGinity, M., & Hoyer, J. (2026) · Psychotherapy Research · doi:10.1080/10503307.2025.2534978 · Cited by 2
“…can evoke spatial presence (the perception of “being there” or something “being here”; Slater, 2009), social presence (the experience of “being with” another life or mind; Oh et al., 2018), and embodiment (the sense of co-location, ownership and control over a virtual body; Maselli & Slater, 2013).”
Social presence and its role in social interactions: insights, challenges and a call for action.
Krämer, U., Petereit, P., Genzer, S., Heimann, J., Perry, A., & Jessen, S. (2026) · Neuroscience and Biobehavioral Reviews · doi:10.1016/j.neubiorev.2026.106892 · Cited by 2
Tien, P.-C., Hwang, G.-J., Tsai, P.-S., & Lin, H.-C. (2026) · Journal of educational computing research · doi:10.1177/07356331261462360 · Cited by 2
“…be enhanced through task design, immediate feedback, and progressive scaffolding (Hattie & Timperley, 2007; Ryan & Deci, 2000), whereas relatedness can be strengthened through interactions with empathetic virtual characters and the creation of social presence (Klimmt et al., 2009; Oh et al., 2018).”
Understanding the association between loneliness and social media: a revised theoretical model
Nowland, R. (2026) · Current Opinion in Behavioral Sciences · doi:10.1016/j.cobeha.2026.101653 · Cited by 2
Chang, Y., Wu, J., Hu, Y.-X., & Chen, S.-C. (2026) · Frontiers in Psychology · doi:10.3389/fpsyg.2026.1675447 · Cited by 2
“…and intrinsic identification that audiences demonstrate toward anime, comics, and games cultural elements, reflecting their psychological attachment to and behavioral engagement with Japanese-originated popular culture aesthetics, narratives, and community practices (Yee, 2006; Oh et al., 2018).”
Luther, T., Mayer, M., & Kimmerle, J. (2026) · Journal of Psychology and AI · doi:10.1080/29974100.2026.2652861 · Cited by 4
Obscuring Undesirable Individuals to Alleviate Social Discomfort Using Diminished Reality
Zhang, J., Liu, W., Wu, X., Jin, A., Huang, B., Liu, B., Zhang, J., Lan, X., Luximon, Y., & Zhang, J. (2026) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3772318.3790918
“Prior research has shown that social presence is influenced by multiple factors, including the communication medium, visual and behavioral cues, situational context, and individual differences [58].”
Affective Wearable Haptic Interventions: A Systematic Literature Review
Lee, J. H., Röddiger, T., Makarem, S., Riedel, T., Kunze, K., & Beigl, M. (2026) · Proceedings of the ACM on Interactive Mobile Wearable and Ubiquitous Technologies · doi:10.1145/3790116 · Cited by 3
Gogollari, A., Schmitz, F., Schnabel, K., Huwendiek, S., Gysin, S., Schirlo, C., Tolks, D., Schauber, S., & Guttormsen, S. (2026) · Patient Education and Counseling · doi:10.1016/j.pec.2026.109603 · Cited by 2
Yoon, Y., & Lee, O.-K. D. (2026) · Information Systems Frontiers · doi:10.1007/s10796-026-10702-w · Cited by 2
“As outlined in Presence theory (Behm-Morawitz, 2013 ; Oh et al., 2018 ), different properties of technology target each aspect of interactivity differently, which is shown as the specific dimensions of presence, such as spatial, social, or self-presence.”
InfluentialEcological validity of a Norwegian version of the Awareness of Social Inference Test
Matre, M., Johansen, T. E. B., Olsen, A., Tornås, S., Martinsen, A. C. T., Lund, A. D., Becker, F., Brunborg, C., Spikman, J. M., Ponsford, J. L., et al. (2026) · Applied Neuropsychology Adult · doi:10.1080/23279095.2026.2631123 · Cited by 2
PuppetChat: Fostering Intimate Communication through Bidirectional Actions and Micronarratives
Wang, E. J., Hu, S., & Lu, Z. (2026) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3772318.3790685 · Cited by 1
Chen, Y.-H., Fu, K., Chen, Q., Lu, Z.-C., & Ray, L. (2026) · arXiv.org · doi:10.48550/arxiv.2602.12771 · Cited by 2
“Research on social presence suggests that a shared background can enhance the sense of unity among participants [36].”
Live temptations: exploring the trigger pathway to immediate buying behaviour in livestream commerce
Widiatmo, G., & Wu, W. (2026) · Behaviour and Information Technology · doi:10.1080/0144929x.2026.2623944 · Cited by 1
“This element offers instant interaction, for example, asking and receiving instant feedback, which enhances the shopping experience (Khoi and Le 2024; Oh, Bailenson, and Welch 2018).”
Huang, J., & Liao, J. (2026) · Journal of Hospitality Marketing & Management · doi:10.1080/19368623.2026.2613799 · Cited by 2
“This result is consistent with social presence theory, which suggests that users are more likely to form positive relational evaluations when they perceive artificial agents as socially “real” (Kim et al., 2013; McLean et al., 2021; Oh et al., 2018).”
Corrò, C., Chittaro, L., Pupo, E., Bellomo, D., & Navone, S. (2026) · Human Behavior and Emerging Technologies · doi:10.1155/hbe2/5535667 · Cited by 2
Enhancing Perceived Empathy in Empathic Mixed Reality Agents via Context-Aware Adaptation
Chang, Z., Hirschberg, D. O. W., Gupta, K., Sharma, M., Kim, K., Bai, H., Shao, L., & Billinghurst, M. (2025) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2025.3646601 · Cited by 1
“These have proven effective in enhancing social presence [9], engagement [10], and user interaction.”
Ralser, R., Trummer, J., Weinberg, L., Bremer, M., Geisler, T., Petrini-Monteferri, F., Kapelari, S., & Keller, L. (2025) · Science Activities · doi:10.1080/00368121.2025.2576472 · Cited by 2
Sharing motives shape interface preferences for social sharing of emotion with conversational AI
Nozaki, Y. (2025) · Computers in Human Behavior Artificial Humans · doi:10.1016/j.chbah.2025.100229
Zhou, D., & Globa, A. (2025) · Australian Conference on Human-Computer Interaction (OzCHI) · doi:10.1145/3764687.3769932 · Cited by 5
Sharan, N. N., Peter, J., Lemmens, J. S., Kühne, R., de Jong, C., & Barco, À. (2025) · International journal of human computer interactions · doi:10.1080/10447318.2025.2575299 · Cited by 2
“Oh et al., 2018).”
Shao, C., Kim, Y., & Zhao, F. (2025) · Communication Research Reports · doi:10.1080/08824096.2025.2567253 · Cited by 2
“It encompasses various dimensions, such as the agent’s level of responsiveness and the user’s sense of “being there” with the agent, which is akin to concepts like electronic propinquity (Goble & Edwards, 2018; Oh et al., 2018; Spence et al., 2014).”
University students' metaverse attachment and its predictors: escaping from reality
Xu, Y., & Chen, L. (2025) · Frontiers in Psychology · doi:10.3389/fpsyg.2025.1594256 · Cited by 2
“…findings suggest that prolonged time spent in immersive virtual worlds increases social presence and psychological detachment (Boji´c et al., 2025; Oh et al., 2018a), while high interactivity and aesthetic appeal serve as peripheral cues that promote emotional involvement and sustained…”
Guo, X. (2025) · Accounting Education · doi:10.1080/09639284.2025.2541411 · Cited by 2
“…denotes a student’s ability to project their characteristics into the community and present themselves as ‘real people’ (Garri-son et al., 2000; Oh et al., 2018); and (iii) cognitive presence, characterised by the capacity to construct meaning through sustained communication (Garrison et al.,…”
Fecke, J., Lohberger, K., & Braun, E. (2025) · Computers & Education · doi:10.1016/j.compedu.2025.105361 · Cited by 3
Bayro, A., Ghasemi, Y., Dai, T., & Jeong, H. (2025) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2025.100691 · Cited by 2
Scaling Distributed Collaboration in Mixed Reality
Genay, A., Syiem, B. V., Wong, E., Feuchtner, T. M., Knibbe, J., Grønbæk, J. E. S., & Velloso, E. (2025) · CHI Extended Abstracts · doi:10.1145/3706599.3706722 · Cited by 2
“…virtual and physical worlds, MR can create co-presence illusions–the impression that remote collaborators are present in the same physical space [11, 14]– and bring back the real world’s physicality, which the computer-supported collaborative work (CSCW) and proxemics literature highlighted as…”
Kolb, D., Maiolo, S., Maier, P., Genz, F., Müller, S., & Kranzlmüller, D. (2025) · International Conference on Human Factors in Computing Systems · doi:10.1145/3706598.3713111 · Cited by 2
“The results of previous studies on the effects of realistic visual embodiment on perceived social presence [76], co-presence [3], and emotional connection [55] during virtual interactions, however, did not cover ECAs using non-synthetic photorealistic videos as their representation.”
Consequences of Metaverse Avatar Realism: How Monetary Interventions Crowd Out Eco-Friendly Behavior
Kim, J., Park, Y., & Jeon, E. (2025) · International journal of human computer interactions · doi:10.1080/10447318.2025.2464893 · Cited by 2
“Users can express genuine emotions through realistic avatars, thereby fostering higher levels of trust and intimacy in their interactions with others (Oh et al., 2018).”
Woods, A. T., Levstek, M., Moffatt, J. A., Lycett, M., Whittaker, L., & Dalton, P. (2025) · Multisensory Research · doi:10.1163/22134808-bja10141 · Cited by 2
Demir, O., Keskin, S., & Çınar, M. (2024) · Journal of Computing in Higher Education · doi:10.1007/s12528-024-09412-6 · Cited by 2
“However, individuals with a high tendency to avoid social interactions generally have a lower perception of social presence than others (Oh et al., 2018).”
Rinlohokyana, R., & Bismo, A. (2024) · International Conference on Information Management and Technology (ICIMTech) · doi:10.1109/icimtech63123.2024.10780805 · Cited by 3
“A personal connection is often referred to as social presence, and in online buying environments, the human touch can help to build personalized communication while building relationships and trust [8].”
Ahn, S. J. (., Eden, A., Lee, J., Won, A. S., Hwang, A. H.-C., & Guthrie, W. (2024) · The Information Society · doi:10.1080/01972243.2024.2358344 · Cited by 2
“Echoing earlier work on the positive impact of social presence on interpersonal interactions (Oh, Bailenson, and Welch 2018), participants reported more positive networking experiences when they were immersed in the virtual environment using HMDs than using less immersive platforms.”
BackgroundWatkins, A., Ullal, A., & Sarkar, N. (2024) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2024.3388376 · Cited by 6
“Some of the factors shown to increase social presence include immersion, photorealism, interactivity, depth cues, identity cues etc. [8].”
Pfeil, K. P., Badillo-Urquiola, K. A., Belga, J., Sera-Josef, J.-V. T., Laviola, J., & Wisniewski, P. J. (2024) · Proc. ACM Hum. Comput. Interact. · doi:10.1145/3637425 · Cited by 2
Chen, Q.-J., Gan, J., Bellucci, A., & Jacucci, G. (2024) · Proc. ACM Hum. Comput. Interact. · doi:10.1145/3637344 · Cited by 2
“…virtual representations significantly contributes to a sense of presence, an experience characterized by three interconnected dimensions [31, 50]: firstly, tele-presence, which engenders the sensation of existing within a mediated space [65]; secondly, self-presence, or the perception of…”
BackgroundBendiksen, B., Lin, N., Kim, J., & Durupinar, F. (2024) · ACM Transactions on Applied Perception · doi:10.1145/3658670 · Cited by 2
“The literature does not have consensus on the effects of perceived agency [Oh et al. 2018].”
Communicating with Machines: Future Trajectories in the Field of Human-Machine Communication
Kim, I., Etzrodt, K., Prahl, A., & Edwards, C. C. (2024) · Global Journal of Media Studies · doi:10.26599/gjms.2024.9330006
Assessing Depth Perception in Virtual Environments: A Comprehensive Framework
Silva, S. K. G., Corrêa, C. G., Sanches, S. R. R., Lauretto, M. S., & Nunes, F. L. S. (2024) · Journal of Interactive Systems · doi:10.5753/jis.2023.3515 · Cited by 2
“Presence is the subjective experience of these users in the mediated virtual environment [Oh et al ., 2018].”
Background360 Robot Hand System for Omni-directional Interaction by Multiple Users
Watanabe, Y., Hayashida, N., Katayama, S., Urano, K., Yonezawa, T., & Kawaguchi, N. (2023) · IoT · doi:10.1145/3627050.3631573 · Cited by 2
“Cyberspace is considered to have a stronger social presence than other technology-mediated communication forms, offering visual, auditory, tactile, and olfactory cues[10][18].”
BackgroundMehmood, F., Mahzoon, H., Yoshikawa, Y., & Ishiguro, H. (2023) · PLoS ONE · doi:10.1371/journal.pone.0292803 · Cited by 2
Investigating Avatars’ Impact on Shopper’s Perception and Behaviour in an Immersive Virtual Store
Zhao, Y. (2023) · 2023 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) · doi:10.1109/ismar-adjunct60411.2023.00171 · Cited by 2
“Social presence is a critical construct when simulating interactions with other beings in a virtual environment, as in its absence other actors are merely perceived as artificial entities rather than sentient beings [12].”
BackgroundAn Immersive and Collaborative Virtual Theater Experiences
Dittrich, F., Fedelheimer, A., Oetjen, I., Keinert, J., Jaschke, T., & Josef, A. (2023) · Message Understanding Conference · doi:10.1145/3603555.3609311 · Cited by 2
“Thus, the feeling of spatial and social presence is generated, i.e., the feeling of being oneself in another place or being spatially together with remote people [5, 6].”
BackgroundThe Metaverse: Investigating the Motivations and Experiences of Early Adopters in RecRoom
Althoff-Thomson, S., & van Belle, J.-P. (2023) · Iberian Conference on Information Systems and Technologies · doi:10.23919/cisti58278.2023.10211253 · Cited by 2
“Advancements in modality, visual representation, interactivity, haptic feedback, depth cues, audio quality and display are intensifying the immersion of VR technologies, and by proxy, the feeling of presence users enjoy [15].”
BackgroundInfluentialScavarelli, A., Teather, R. J., & Arya, A. (2023) · International Conference on Virtual Reality · doi:10.1109/icvr57957.2023.10169549 · Cited by 2
“Virtual reality (VR) technology has advanced significantly in recent years, resulting in widespread applications [16, 40, 70], novel research endeavours [19, 43, 45], and promising learning opportunities [17, 48, 52].”
BackgroundColby, A. M., Wong, A. Y., Allen, L. K., Kun, A. L., & Mills, C. (2023) · Cognitive Science · doi:10.1111/cogs.13236 · Cited by 1
Towards socially-competent and culturally-adaptive artificial agents
Bassetti, C., Blanzieri, E., Stefano Borgo, A., & Marangon, S. (2022) · Interaction Studies Social Behaviour and Communication in Biological and Artificial Systems · doi:10.1075/is.22021.bas · Cited by 2
A framework for evaluating depth perception in stereoscopic virtual environments
Silva, S. K. G., Corrêa, C. G., Lauretto, M. S., & Nunes, F. L. S. (2022) · Symposium on Virtual and Augmented Reality · doi:10.1145/3604479.3604529 · Cited by 2
Do People Matter? Presence and Prosocial Decision-making in Virtual Reality
Shu, W., & Bramwell-Dicks, A. (2022) · Electronic Workshops in Computing · doi:10.14236/ewic/hci2022.30 · Cited by 2
Pimentel, D. (2021) · doi:10.21203/rs.3.rs-1171413/v1 · Cited by 2
“Social presence is de�ned as a sense of “being with” other beings in a shared space (Oh et al., 2018).”
BackgroundTechnological Interventions for Emotion Regulation
Fernández‐Álvarez, J., Díaz‐García, A., Colombo, D., Botella, C., Cipresso, P., & Riva, G. (2020) · Elsevier eBooks · doi:10.1016/b978-0-12-818697-8.00033-9 · Cited by 8
Priego, S., & Liaw, M.-L. (2021) · doi:10.21827/jve.4.37413 · Cited by 2
“Oh et al.’s (2018) findings showed that social presence positively correlates to enjoyment and trust. As for Yassien et al. (2020), they found that self-embodiment (i.e. the users’ feeling of owning their virtual representation or avatar) and non-verbal cues are of paramount importance for designing an engaging social…”
BackgroundInfluentialLinking Labs: Interconnecting Experimental Environments
Schultz, T., Putze, F., Fehr, T., Meier, M., Mason, C., Ahrens, F., & Herrmann, M. (2021) · bioRxiv · doi:10.1101/2021.02.09.430407 · Cited by 2
Tavassoli, F., Zalake, M. S., de Siqueira, A. G., Modave, F. P., Krieger, J. L. R., Lok, B. C. L., & Gilbert, J. E. (2021) · Lecture notes in computer science · doi:10.1007/978-3-030-77820-0_13 · Cited by 3
Zengzhan, X., & mingpeng, L. (2026) · Computers in Human Behavior · doi:10.1016/j.chb.2026.109111
Sawah, V. E., Bhardwaj, A., Pryke-Hobbes, A., Gamaleldin, D., Nice, J., Ang, C. S., & Martin, A. K. (2026) · Computers in Human Behavior Artificial Humans · doi:10.1016/j.chbah.2026.100383 · Cited by 2
Du, Z., Xiao, Z., Xiong, C., Wei, Z., Shi, C., & Liao, X. (2026) · Journal of Retailing and Consumer Services · doi:10.1016/j.jretconser.2026.104807 · Cited by 2
Lisi, M. P., Frisanco, A., Giometti, A., Perrone, G., Ferri, D., & Aglioti, S. M. (2026) · Computers in Human Behavior · doi:10.1016/j.chb.2026.109089 · Cited by 1
Li, J., & Kweon, S. (2026) · Information Research · doi:10.47989/ir31261439 · Cited by 1
“Oh et al. (2018) found that factors such as technological characteristics (e.g. interactivity), contextual characteristics (e.g. physical proximity), and individual characteristics (e.g. gender) contribute to the experience of social presence.”
Yu, G., & Park, S. (2026) · Journal of Theoretical and Applied Electronic Commerce Research · doi:10.3390/jtaer21050148 · Cited by 1
“Both perspectives underscore that media technologies and communication strategies substantially shape social presence [66].”
Wang, J.-X., Xue, Y., Zhang, Y.-T., Kuai, S., & Xie, X.-C. (2026) · Acta Psychologica · doi:10.1016/j.actpsy.2026.106752 · Cited by 1
Ha, Q.-A., Chen, J., & Nguyen, T. H. T. (2026) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2026.101040 · Cited by 1
Tietenberg, J., Fürtges, T., & Masuch, M. (2026) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2026.3680644 · Cited by 1
“The use of avatars supports their perceptions of embodiment, spatial presence, and social presence [4, 36, 45], allowing them to express themselves in an embodied manner.”
Zhang, H., Peng, R., Wang, S., Song, H., & Li, Z. (2026) · Behavioral Sciences · doi:10.3390/bs16050800 · Cited by 1
“Drawing on social presence theory, avatar realism may strengthen users’ perception that they are being observed by socially meaningful others, thereby increasing the salience of evaluative cues in the VR public speaking task (Oh et al., 2018).”
Who is Socially Present? Gendered Patterns in Online Higher Education
Norz, L.-M., & Ammenwerth, E. (2026) · International Conference on Learning Analytics and Knowledge (LAK) · doi:10.1145/3785022.3785023 · Cited by 1
Wang, S., Jiang, W., Zhang, X., Freeman, G., & Je, S. (2026) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3772318.3790833
“At the same time, interaction features must compensate for the reduced richness of non-verbal cues in avatar-mediated environments [106].”
Kolb, D., Heindl, F., Gloe, M., & Kranzlmüller, D. A. (2026) · CHI Extended Abstracts · doi:10.1145/3772363.3799277 · Cited by 1
“While previous studies [1, 33, 46] on ECAs explored the effects of different visual embodiments, their datasets did not include embodiment through non-synthetic photorealistic videos.”
Zhang, Z., Yi, X., Dai, Z., Yu, X., Zhang, S., Liu, B., Cao, J., & Zhao, H. (2026) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3772318.3791926 · Cited by 2
“For collaborative contexts, immersive VR may further strengthen these effects by increasing presence and social presence [53], which are associated with higher engagement and sustained attention [57, 67].”
Kim, K., Choi, J., Yang, H., Choi, H., Kim, M., Shin, M., & Suh, B. (2026) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3772318.3791932
Jeong, D., Lee, H., Shin, M., Kim, J., Lee, C., Cho, S., Jeon, H., Oh, S., & Ko, S. (2026) · International Conference on Human Factors in Computing Systems · doi:10.1145/3772318.3791947 · Cited by 1
“Even simple visual signals like emojis can significantly enhance social presence [62], and studies identify identity cues as a key antecedent of this effect [61].”
You, C.-W., Chen, Y.-M., Lin, Y.-C., Yuan, C. W., Bi, N., Lin, H.-W., Wu, H., Peng, S.-H., & Huang, M.-C. (2026) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3772318.3790665
Boem, A., Casado, V., Bucciarelli, L., & Turchet, L. (2026) · International Conference on Human Factors in Computing Systems · doi:10.1145/3772318.3793871 · Cited by 1
“This emphasis reveals that professional creative collaboration requires heightened social awareness encompassing cognitive, affective, aesthetic, and expressive communication dimensions beyond traditional social presence frameworks [12, 83].”
Turning buzz into behavior: Shopping companions as buffers against ambivalence in novelty marketing
Bi, H., Huang, Y., Hu, X., & Pan, Y. (2026) · Journal of Retailing and Consumer Services · doi:10.1016/j.jretconser.2026.104745 · Cited by 1
Li, J. (2026) · Communication & Sport · doi:10.1177/21674795251415295 · Cited by 1
Roßkopf, S., Mühlberger, A., Stärz, F., Blau, M., van de Par, S., & Kroczek, L. O. H. (2026) · PLoS ONE · doi:10.1371/journal.pone.0345565 · Cited by 1
“In their review, the positive effects of higher audio fidelity on social presence were summarized [10].”
InfluentialDeveaux, C., Hall, E. H., Shaw, A., Francl, A. F., van Horne, P. L. M., Nieuwenhuizen, F., Garí, S. V. A., & Huberth, M. (2026) · IEEE Conference on Virtual Reality and 3D User Interfaces · doi:10.1109/vr67842.2026.00075 · Cited by 1
“We draw from both social presence and co-presence literature to motivate this work, given their close association and frequent interchangeable use in prior research [45].”
InfluentialKimmel, S., Goodarzi, S., Kaiser, J.-N., Landwehr, E., & Heuten, W. (2026) · NASA/ESA Conference on Adaptive Hardware and Systems · doi:10.1145/3795011.3795024 · Cited by 1
“Various studies have pinpointed key factors that affect perceived social presence in communication technologies [61, 77].”
InfluentialSong, J.-R., Wan, N.-H., Yang, F.-Z., & Lin, W.-S. (2026) · IEEE transactions on multimedia · doi:10.1109/tmm.2026.3714584 · Cited by 1
“In contrast, social presence is evaluated from a social cognition perspective, emphasizing the user’s ability to interpret others’ intentions, emotions, and behaviors in a mediated environment [12].”
Brandscapes reimagined: semiotic structures in branded virtual environments
Albert-Vogl, S. (2026) · Frontiers in Communication · doi:10.3389/fcomm.2026.1737058 · Cited by 1
Vorreuther, A., Brouwer, A., & Vukelić, M. (2026) · Frontiers in Neuroergonomics · doi:10.3389/fnrgo.2026.1756956 · Cited by 1
“…a virtual divide (e.g., a monitor), altering attentional demands (Chuang and Hsu, 2023; Snijdewint and Scheepers, 2023), perception of implicit social cues (Frith and Frith, 2008; Oh et al., 2018; Sharan et al., 2022), and cognitive workload (Luebstorf et al., 2023; Nurmi and Pakarinen, 2023).”
Bridging psychological distance: social presence in metaverse-augmented face-to-face classrooms
Choi, S., Kim, W., & Choi, J. (2026) · Interactive Learning Environments · doi:10.1080/10494820.2026.2621261 · Cited by 1
“To refine the conceptualization of social presence in avatar-mediated environments, this study integrates the notion of “embodied social presence” (Biocca, 2003; Oh et al., 2018), which emphasizes how nonverbal cues (e.g. avatar gaze, gesture, proximity) contribute to co-presence.”
Wang, J., Goswami, L., Umbelino, G. K., Chau, K., Sachan, M., & Wang, A. Y. (2026) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3788044
“Together, these rich social design features present what other users select and interact with, fostering a sense of social presence among peers [64].”
Influential
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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