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A Systematic Review of Social Presence: Definition, Antecedents, and Implications
Open accessAbstract
Social presence, or the feeling of being there with a "real" person, is a crucial component of interactions that take place in virtual reality. This paper reviews the concept, antecedents, and implications of social presence, with a focus on the literature regarding the predictors of social presence. The article begins by exploring the concept of social presence, distinguishing it from two other dimensions of presence-telepresence and self-presence. After establishing the definition of social presence, the article offers a systematic review of 233 separate findings identified from 152 studies that investigate the factors (i.e., immersive qualities, contextual differences, and individual psychological traits) that predict social presence. Finally, the paper discusses the implications of heightened social presence and when it does and does not enhance one's experience in a virtual environment.
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“Through the incorporation of avatars into networked virtual environments, IVR also offers older adults the opportunity to connect with others in a more meaningful way compared with other communication mediums [6] where meeting in person may not be possible—a reality forced upon many of us during the COVID-19 pandemic [7].”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [6]
Experimental — accuracy not yet measuredThe check wasn’t confident either way, so it gives no verdict — never disputed.
In the citing paper
“Specifically, intuitive interfaces and human-like feedback help individuals regain confidence in problem-solving, compensating for the control lost due to mortality salience, thereby increasing preference for anthropomorphized products [29].”
From Anthropomorphic Design in Mortality Salience Situations: Exploring Emotional and Non-Emotional Mechanisms Enhancing Consumer Purchase Intentions (2024) · cites this paper as [29]
Experimental — accuracy not yet measuredThe check wasn’t confident either way, so it gives no verdict — never disputed.
In the citing paper
“Mortality salience often leads to a reduced sense of control; however, anthropomorphic design, through its human-like understanding and feedback mechanisms, effectively enhances users’ sense of control [29].”
From Anthropomorphic Design in Mortality Salience Situations: Exploring Emotional and Non-Emotional Mechanisms Enhancing Consumer Purchase Intentions (2024) · cites this paper as [29]
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Citations
Cites
Organizational Information Requirements, Media Richness and Structural Design
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“Studies suggest that higher levels of social presence are more beneficial in equivocal contexts wherein there is no “correct” outcome, such as negotiations (Daft and Lengel, 1986; Garau et al., 2003).”
BackgroundMeasuring Presence in Virtual Environments: A Presence Questionnaire
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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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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
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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
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“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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“Social presence is seen as being with real people in a virtual environment [31, 32].”
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“Individuals with high social anxiety or communication barriers often feel uncomfortable in the presence of others (Oh et al., 2018).”
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“Social presence refers to the sense or feeling of being there with another person (Oh et al., 2018).”
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“Moreover, its utility extends to educational endeavors [5], entertainment realms such as gaming [6], and innovative tele-presence setups, enriching social interactions through tactile augmentation [7].”
BackgroundThe Changing Importance of Competence Generationally: Developing Trust, Online and Offline
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Wirtualna rzeczywistość jako narzędzie badacza społecznego
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“Currently, one of the main efforts of tech giants like Meta and Microsoft is towards the achievement of the so-called “social presence” during remote interactions among people [1], i.e., the sense of “being there” in a digital environment together with other connected users.”
BackgroundComparing Mixed Reality Agent Representations: Studies in the Lab and in the Wild
Congdon, B. J., Park, G., Zhang, J., & Steed, A. (2023) · Virtual Reality Software and Technology · doi:10.1145/3611659.3615719 · Cited by 1
“Several theories, including social presence theory [9, 27], cues-filtered-out theory [42], media richness theory [18], and social information processing theory [41], have explored the role of communication bandwidth and nonverbal cues.”
BackgroundExploring Women’s State-Level Anxiety in Response to Virtual Reality Erotica
Brown, N. B., Milani, S., Jabs, F., Kingstone, A. F., & Brotto, L. A. (2023) · Journal of Sex & Marital Therapy · doi:10.1080/0092623x.2023.2265924 · Cited by 3
“In addition, behavioral realism, the extent to which a VR character/actor behaves in a way that is similar to how an actual person would, predicts social presence, the sense that one is sharing a virtual space with another person (Oh, Bailenson, & Welch, 2018).”
Background"\"Hello I am here\": Proximal Nonverbal Cues Role in Initiating Social Interactions in VR"
Yassien, A., & Abdennadher, S. (2023) · International Workshop on the Semantic Web · doi:10.1145/3594738.3611356 · Cited by 1
“Nonverbal cues play an important role in enhancing the social presence of users in the virtual environment [18, 37], and researchers adopt these two different approaches in supporting nonverbal cues in the virtual environment: (1) transferring the users’ behavior from the real to the virtual world…”
Multimedia Showdown: A Comparative Analysis of Audio, Video, and Avatar-Based Communication
Tu, J., Grinberg, A., Hancock, M., & Nacke, L. (2023) · ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/3573382.3616081 · Cited by 1
“In addition, Oh et al. [48]’s systematic review explains how and when it improves virtual user experience (UX).”
BackgroundLess Than Human: How Different Users of Telepresence Robots Expect Different Social Norms
Lin, C., Rhim, J., & Moon, A. (2023) · IEEE/RJS International Conference on Intelligent RObots and Systems · doi:10.1109/iros55552.2023.10341962 · Cited by 1
“Prior work has studied related but distinct constructs such as social presence (the degree to which one agent views another as physically present) [17], [29], and perceived robot autonomy [18].”
BackgroundOsallistumisaktiivisuus ja vuorovaikutukseen osallistuminen verkko-oppimisyhteisössä
Toivanen, M., Gluschkoff, K., Yli-Kaitala, K., & Koskela, I. (2023) · Prologi · doi:10.33352/prlg.116526 · Cited by 1
Falah, Z. (2023) · Journal of Social Science · doi:10.57185/joss.v2i8.99 · Cited by 1
“The perception of a high presence can improve the quality of interaction and the level of interpersonal closeness (Oh et al., 2018) The quality of visualization and realism in a virtual environment can affect user interaction and perception.”
BackgroundRemote art therapy in collaborative virtual environment: a pilot study on feasibility and usability
Li, C., Dai, Y., Li, H., & Yip, P.-Y. (2023) · 2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) · doi:10.1109/vrw58643.2023.00175 · Cited by 1
Augmenting the Social Presence of Interactive Characters Using Real-time Speech Recognition
Yamano, M., Song, Z., & Hoshino, J. (2022) · 2022 Nicograph International (NicoInt) · doi:10.1109/nicoint55861.2022.00024 · Cited by 1
“Oh (2018) categorized the factors that enhance social presence into three: quality of immersion, characteristics of context, and personal characteristics [7].”
BackgroundPermanent connectedness and its impact on news sharing
Lee, S. S. (2022) · New Media & Society · doi:10.1177/14614448211063466 · Cited by 1
“Oh et al., 2018; Xu et al., 2011).”
Hougaard, A. (2021) · Cognitive Semiotics · doi:10.1515/cogsem-2021-2041 · Cited by 1
“…years, so that in fl uential theories in various ways now include factors such as time, users ’ use of a medium ’ s affordances, users ’ inclination to feel presence and ascription of meaning and context (understood in different ways) (e.g., Löwenthal and Snelson 2017; Oh et al. 2018; Walther 2011).”
BackgroundInfluentialTärning, B., Ternblad, E.-M., Haake, M., Gulz, A., & Nirme, J. (2019) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres_a_00342 · Cited by 4
“Things that may have a significant impact on social presence in VR are the design of virtual humans (appearances, personality, behaviors, and amount of interaction) as well as the consistency between behavioral and photographic re-alism (Oh et al., 2018).”
BackgroundMarulanda, J., Collazos, C., Hurtado, J., & Sturm, C. (2026) · IEEE Revista Iberoamericana de Tecnologias del Aprendizaje · doi:10.1109/rita.2026.3670086 · Cited by 1
“This underscores technological factors like immersion (among others, etc.) that have been previously studied [6] and predict or enhance [16] social presence, as they variably facilitate nonverbal immediacy behaviors.”
InfluentialCrowder, C. J., Komperda, R., Bliss-Roche, K., & Raker, J. R. (2026) · Chemistry Education Research and Practice · doi:10.1039/d5rp00447k · Cited by 1
Understanding meme design in hospitality marketing: The role of perceived AI capacity and meme type
Ou, C. E., Wong, I. A., Lian, Q. L., & Zhang, G. (2026) · International Journal of Hospitality Management · doi:10.1016/j.ijhm.2026.104649 · Cited by 1
Sanchez, D. R., Gutierrez, L., Mapes, K. T., & Martinez, K. (2025) · Virtual Worlds · doi:10.3390/virtualworlds4030040
“Our findings align with related research suggesting that real social contexts, among other low-stakes contexts, elicit a more positive reaction than performance-based or other VR scenarios [57].”
When Identity Is Ambiguous: Emotional Misrepresentation in Customer Care InteractionsPreprint
Kan, Y., Yu, Y., Jia, L., & Tan, Y. (2024) · SSRN Electronic Journal · doi:10.2139/ssrn.4806616 · Cited by 1
Now you (don't) see me - Camera use in online course settings
Leikert-Böhm, N., Matter, P., & Heinrich, P. (2023) · Fachtagung "e-Learning" der Gesellschaft für Informatik · doi:10.18420/delfi2023-20 · Cited by 1
“From a more practical perspective, research has identified various antecedents of social presence and how to address them through technology, such as visual representation, interactivity, audio quality, and haptic feedback [OBW18].”
BackgroundInfluentialMatter, P., Leikert-Böhm, N., & Heinrich, P. (2023) · Fachtagung "e-Learning" der Gesellschaft für Informatik · doi:10.18420/delfi2023-13 · Cited by 1
“Finally, and importantly, social presence is mostly hypothesized to lead to more positive social outcomes, which may not always be true [OBW18, p. 25]: individuals who are less socially oriented or who feel uncomfortable during social interactions may benefit less from increased social presence.”
BackgroundMcCleskey, J. A., & Melton, R. M. (2021) · Advances in higher education and professional development book series · doi:10.4018/978-1-7998-8275-6.ch019 · Cited by 1
Towards Augmented Reality-Based Remote Family Visits in Nursing Homes
Abels, E. A. M., Toet, A., van der Weerden, A., Smeets, B., Klunder, T., & Stokking, H. M. (2021) · Advances in intelligent systems and computing · doi:10.1007/978-3-030-74009-2_17 · Cited by 1
A Framework for Human-Technology Social Systems
Lohani, M., Poitras, E., & Stokes, C. K. (2019) · Advances in educational technologies and instructional design book series · doi:10.4018/978-1-7998-0249-5.ch014 · Cited by 2
Nolte, A., Álvarez, C., Hishiyama, R., Chounta, I.-A., Rodríguez-Triana, M., & Inoue, T. (2020) · International Conference on Collaboration Technologies and Social Computing · doi:10.1007/978-3-030-58157-2 · Cited by 1
Nonverbal synchrony, media, and emotion
Jun, H., & Bailenson, J. (2021) · Routledge International Handbook of Emotions and Media · doi:10.4324/9780429465758-19 · Cited by 1
Self-citationZhang, B.-Q., Li, X.-X., Zhou, C., Gai, X., Liao, Z.-F., Liu, J., Yang, X., Liu, N., Ma, X., Liu, Y.-J., et al. (2025) · arXiv.org · doi:10.48550/arxiv.2507.04005
“Social presence , or the feeling of being there with a "real" person, is a crucial user experience when interacting with a virtual person [86].”
Presence and pragmatism: Implementing co-located extended reality (XR) in hybrid online education
Bonner, E., & Lege, R. (2026) · Computers & Education: X Reality · doi:10.1016/j.cexr.2026.100174
Abdullah, A., & Arabw, A. A. (2026) · Discourse, Context & Media · doi:10.1016/j.dcm.2026.101066
Aksoy, M. E., Çabuk, D., Kitapçıoğlu, D., Usseli, T., & Südor, H. C. (2026) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2026.2744520
Wang, P., Santoso, M., Tao, Y.-J., & Bailenson, J. (2026) · doi:10.48550/arxiv.2610.30353
“While Oh et al. [22] suggest that social presence can be enhanced by using behaviorally realistic virtual avatars, it is unclear how these social cues interplay with media consumption.”
InfluentialSelf-citationImpact of supportive virtual characters on presence and pain perception
Neumann, I., Pauli, P., & Käthner, I. (2026) · Frontiers in Virtual Reality · doi:10.3389/frvir.2026.1827525
Xiao, Q., & Chen, Y. (2026) · The Design Journal · doi:10.1080/14606925.2026.2743670
Suemitsu, K., Ban, M., Takahashi, H., Ishiguro, H., Iio, T., Izawa, K., Someya, Y., Zhang, S. Y., Yukita, K., Nishimura, S., et al. (2026) · Frontiers in Artificial Intelligence · doi:10.3389/frai.2026.1928110
The Relational Costs of Asymmetric Mixed Reality Headset Use in Large Groups
Santoso, M., Wang, P., & Bailenson, J. (2026) · Media Psychology · doi:10.1080/15213269.2026.2744791
Self-citationComparing large language models and prompting techniques to control an embodied persuasive coach
Corrò, C., & Chittaro, L. (2026) · Behaviour and Information Technology · doi:10.1080/0144929x.2026.2742725
Liu, Y.-R., & Chang, Y.-M. (2026) · Systems · doi:10.3390/systems14101248
How to express social presence: a comparison of perceptions of social robots’ cognitive abilities
Sievers, T., & Russwinkel, N. (2026) · Frontiers in Robotics and AI · doi:10.3389/frobt.2026.1938840
“…a ‘real’ person, refers to the sense of being with another and is a crucial component of interactions and is dependent on the ease with which one perceives to have the access to the intelligence, intentions, and sensory impressions of another (Oh et al., 2018; Biocca et al., 2003; Biocca, 1997).”
Jayasingh, S., & Chattopadhyay, T. (2026) · Indonesian Journal of Sustainability Accounting and Management · doi:10.20448/ijsam.v10i2.9432
“Social presence (SOC) is a feeling of being with a real person and the sense of connection with others in the communication process of using media (Oh, Bailenson, & Welch, 2018).”
Kim, J., Aan, H.-J., Dai, R.-Y., & Kim, K. (2026) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2026.2734695
Social Presence in Remote Collaboration Across the Reality-Virtuality Continuum
Kaiser, J.-N., Kimmel, S., Kutter, J., Landwehr, E., & Heuten, W. (2026) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3817004
“The nature of the task also plays a crucial role, as collaborative scenarios elicit greater social presence than competitive or independent tasks [43, 63, 65].”
InfluentialLee, C. (2026) · Frontiers in Psychology · doi:10.3389/fpsyg.2026.1851626
“Such responsive cues may strengthen social presence when they are experienced as appropriately connected to the performer’s actions (Oh et al., 2018).”
Takamatsu, R., Futagami, T., & Xu, W.-Z. (2026) · Acta Psychologica · doi:10.1016/j.actpsy.2026.107846
Human or Virtual? A Study on Consumer Preferences for E‐Commerce Streamers
Yin, H., & Liu, W.-Z. (2026) · Journal of Consumer Behaviour · doi:10.1002/cb.70245
Modality effects in human-technology interaction.
Melumad, S. (2026) · Current Opinion in Psychology · doi:10.1016/j.copsyc.2026.102435
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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