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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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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).”
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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
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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.”
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“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
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BackgroundMethod
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57 of the 253 references couldn’t be matched to a known paper.
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Chen, T., Yang, Y., & Tong, W. (2026) · arXiv (Cornell University) · doi:10.48550/arxiv.2609.15000
“This may weaken the perception of collaborator presence, which is important for making immersive collaboration feel socially grounded within a shared workspace [11, 49, 41, 4, 61].”
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“According to social presence theory, digital media differ in their capacity to facilitate social contact (Oh et al., 2018).”
Buffering Client Fatigue in Online Therapy: A Multilevel Analysis
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“A visually realistic evaluator may nevertheless provide weak social-evaluative threat if its behavior appears scripted or unrelated to the participant, whereas a visually simplified evaluator may remain socially consequential when its responses appear intentional and contingent [61, 62,64,65].”
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Wang, Y., Wang, R., Zhu, Y., Miao, H., & Xiong, M. (2026) · Tourism Review · doi:10.1108/tr-10-2025-1186
Liu, X., Gu, Q., Yuan, D., & Yang, Q. (2026) · Journal of Theoretical and Applied Electronic Commerce Research · doi:10.3390/jtaer21080269
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“Moving beyond these central constructs, the appearance of virtual teams (16) and digital transformation (15) signals that a considerable segment of the literature situates leadership within digitally mediated and organizationally reconfiguring environments.”
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“Similarly, media richness theory suggests that the leaner communication cues offered by chatbots, and computer-mediated human interactions are less effective for conveying authenticity [58], thus weakening disclosure intentions.”
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Wei, Z., Lee, H., Zhao, Y., Liao, J.-X., Li, H., Xu, X., Oh, H., Lee, L.-H., Tong, W., & Hui, P. (2026) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2026.3679057
“In VR, however, such manipulations can be confounded by factors that inflate social presence: richer avatar expressivity, gaze, or animation quality increases the credibility of social cues [19, 26, 44].”
Andini, F., Khohar, A., & Wahdiyati, D. (2026) · ARMADA : Jurnal Penelitian Multidisiplin · doi:10.55681/armada.v4i4.1943
“Padahal dalam kerangka CMC, relasi interpersonal dibangun melalui proses konstruksi pesan yang disengaja dan berkelanjutan, bukan sekadar improvisasi spontan (Fox & McEwan, 2017; Oh et al., 2018).”
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“When social presence is high, an individual’s sense of psychological connections with other people in a computer-mediated communication (CMC) increases (Oh et al., 2018; Rodríguez-Ardura & Meseguer-Artola, 2016).”
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“Thus, the complex effects of perceived social copresence have to be carefully considered in the current design, as in VR setups in general [33].”
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“Video conferencing constrains social and emotional dimensions of communication compared to face-to-face interaction [1, 20].”
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İlhan, H., & Akdağ, M. (2026) · Abant Sosyal Bilimler Dergisi · doi:10.11616/asbi.1824143
Affective-Relational Practices of Mirror-Dwelling in Social VR: A Processual Account
Bujić, M., Thibault, M., & Hamari, J. (2026) · International GamiFIN Conference (GamiFIN) · doi:10.1145/3789624.3789650
“The mirror acts as a shared frame, amplifying social presence [51] by letting users see themselves and others move in synchrony.”
Furuya, H., DeGuzman, J. J., Choudhary, Z. D., Gottsacker, M., Alwin, A., Lisle, L., Bruder, G., & Welch, G. (2026) · IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) · doi:10.1109/vrw70859.2026.00081
“Recent work demonstrates that recent real-world experiences can influence how users interpret virtual stimuli, sometimes producing reactions-as-if-real even in low-fidelity environments [21, 22].”
InfluentialSelf-citationThe role of product presentation factors in product evaluation and online food delivery partners
Ardiansyahmiraja, B., & Nadlifatin, R. (2026) · Manajemen dan Bisnis · doi:10.24123/mabis.v25i1.1060
“On the other hand, social presence is one of the most important aspects in communication science, especially related to the use of a communication medium where there is interaction between humans and computers (Oh, Bailenson, & Welch, 2018; Tantri, 2018).”
Zheng, L., Cheng, G., Ke, S., Yuan, J. T., Fan, Y., Lee, B. G., Pike, M., & Guerra-Manzanares, A. (2026) · IEEE Conference on Virtual Reality and 3D User Interfaces (VR) · doi:10.1109/vr67842.2026.00063
“Oh et al. [35] identify avatar-based representation, such as gaze, gesture, and expressive channels, as essential to maintain social presence in VR. Empirical studies further demonstrate that richer avatar expressivity and realism increase social presence and interpersonal engagement.”
Kimmel, S., Sani, M. A., Kaiser, J.-N., Kutter, J., Landwehr, E., & Heuten, W. (2026) · IEEE Conference on Virtual Reality and 3D User Interfaces (VR) · doi:10.1109/vr67842.2026.00038
“This aligns with established literature emphasizing the importance of task-related boundary conditions on social presence [53, 73, 40].”
Beyond Functionality: Olfactory Cues for Affective Accessibility in Collaborative Social XR
Lai, M., Zhao, X., Cascarano, P., & Marfia, G. (2026) · IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) · doi:10.1109/vrw70859.2026.00089
“This concept builds on established work in psychological safety [5], situational impairment [25], and social presence research [3, 30].”
Law, Y. C., Arce-Méndez, E., Cubero‐Pardo, P., & Zielasko, D. (2026) · IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) · doi:10.1109/vrw70859.2026.00084
Konrad, S., Wijesinghe, N. H., Roesler, E., & Grant, J. B. (2026) · HRI Companion · doi:10.1145/3776734.3794470
A Design Framework for Virtual Space based on Spectral Relationships
Wang, H.-L., Asahi, H., Shao, R., Sakurada, K., Saito, H., Xu, J.-Y., Kondo, K., Tokoro, T., & Inami, M. (2026) · NASA/ESA Conference on Adaptive Hardware and Systems · doi:10.1145/3795011.3795060
“Presence—the subjective feeling of “being there” [21, 30, 42, 46, 47, 49]—is widely used as a core evaluation metric, alongside related constructs such as co-presence [6, 33], spatial presence [5, 20, 56], and agency [20, 24].”
Ziccarelli, S. (2026) · Italian Journal of Marketing · doi:10.1007/s43039-026-00132-6
Chen, W., Chen, R., Chen, S., Gong, H., GUO, M. M. S., Xu, Y., Wu, X., & Fu, X. (2026) · ACM/IEEE International Conference on Human-Robot Interaction (HRI) · doi:10.1145/3757279.3788663
“…without sacrificing the progression of the game, which has broader implications for HRI group settings, such as team building exercises or therapeutic games, where tangible interaction can fortify social presence, but risks alienating users who are susceptible to social pressure [26, 67, 90, 145].”
Exploring Remote Affective Communication Through a Haptic Wearable and Socially Assistive Robot
O'Connell, A., Zhu, X., Kian, M., Dao, W., Gratch, J., Matarić, M. J., & Culbertson, H. (2026) · International Conference on Tangible, Embedded, and Embodied Interaction (TEI) · doi:10.1145/3731459.3773338
“Short et al. argued that intimacy and immediacy are the two core components of social presence, where intimacy refers to the feeling of connectedness that communicators experience during an interaction, and immediacy is the psychological distance between them [40].”
Zhang, H., Wang, S.-Y., & Peng, R. (2026) · Behavioral Science · doi:10.3390/bs16030349
“These behaviors included subtle book-reading animations for the human-like avatar, grooming movements for the cat avatar, and soft bouncing for the object-like avatar, enhancing social presence without introducing exaggerated or unnatural motion (Oh et al., 2018; Sinatra et al., 2021).”
Wang, R., Lu, T.-Q., Wang, F., Lu, Y., & Hu, J. (2026) · Italian National Conference on Sensors · doi:10.3390/s26051726
“Human perception of social presence is strongly influenced by bodily movement and spatial cues [27,28].”
Han, D.-Y., Kim, D., Nam, H., Kim, K., & Cho, I. (2026) · Computers & graphics · doi:10.1016/j.cag.2026.104583 · Cited by 1
Examining the Influence of AI Agent Anthropomorphism on Player Engagement: A Literature Review
Tınmaz, H. (2026) · Journal of AI · doi:10.61969/jai.1855786
MAPS: A Multidimensional Alignment of Presence in Systems
Longoni, F., Rocca, S. L., Passalacqua, G., & Riva, G. (2026) · Cyberpsychology, Behavior, and Social Networking · doi:10.1177/21522715261425326
“2,8 When the interaction has decisional implications, high SP can support forms of overreliance, de fi ned as a tendency for uncritical reliance on the agent ’ s outputs, even in the presence of errors.”
Νέες Τεχνολογίες και Δημοσιογραφία Εμβύθισης: Μετασχηματισμός των ΜΜΕ στην Ψηφιακή Εποχή;
Εσκιάδη, Ι. Γ. (2026) · Ετήσιο Ελληνόφωνο Επιστημονικό Συνέδριο Εργαστηρίων Επικοινωνίας · doi:10.12681/cclabs.9695
Humanoid service robots in hotels: consumer interactions and evaluations
Altıntaş, M., Akhan, C. E., & Yalçın, B. (2026) · Journal of Hospitality and Tourism Technology · doi:10.1108/jhtt-10-2024-0691
Chen, Q.-J., Bellucci, A., & Jacucci, G. (2026) · arXiv.org · doi:10.48550/arxiv.2602.12764
“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.”
Walewijns, D., Walrave, M., Heirman, W., & Vandebosch, H. (2026) · New Media & Society · doi:10.1177/14614448251413691
Avatar facial expressions enhance social presence and inter-brain synchronization in virtual realityPreprint
Kodama, H., Higo, K., & Shimada, S. (2026) · bioRxiv · doi:10.64898/2026.01.28.702209
“Empirical studies have confirmed that higher avatar expressivity increases perceived intimacy and rapport (Bente et al., 2008; Oh et al., 2018; Oh Kruzic et al., 2020; Kyrlitsias & Michael-Grigoriou, 2022).”
Kukshinov, E. Y., Nathan, K. S., Bowman, N., Rooney, B., & Nacke, L. (2026) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2025.2605178
“It is common in presence scholarship to distinguish between technological and user factors (Lombard & Ditton, 1997; Lee, 2004; Kober & Neuper, 2013; Oh et al., 2018; Steuer, 1992; Sterna et al., 2024).”
Özen, G. O., İmamoğlu, Ç., Sürer, E., & Altay, B. (2026) · i-Perception · doi:10.1177/20416695251414080
“Prior work shows that gaze behavior and social presence can differ between virtual and real contexts (Blascovich et al., 2002; Oh et al., 2018; Pan & Hamilton, 2018).”
From Content to Conversation: Explaining Adoption of On-Device Generative AI Tour Guides
Chen, M., Kuo, F.-K., & Hsiao, K. (2025) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2025.2604631 · Cited by 2
“Voice can amplify these effects by increasing social presence and perceived accuracy, a pattern observed in conversational agents and adjacent domains like autonomous systems (Grewal et al., 2020; Oh et al., 2018; Scott, 2019; Waytz et al., 2014).”
Holtzman, S., Lisi, D., Godard, R., & DeLongis, A. (2025) · Psychological Reports · doi:10.1177/00332941251409165
Lau, K. (2025) · Immersive Media and User Experience · doi:10.65638/2978-8811.2025.01.06
“Likewise, social presence, defined as the extent to which a medium enables users to perceive others as psychologically present (Oh et al ., 2018), is a critical factor distinguishing ISE from other single-way online shopping activities.”
Liao, W., Kim, C., & Feng, B. (2025) · Communication Research · doi:10.1177/00936502251401636
Comparing face-to-face courses and online courses with ‘enhanced strategic’ teacher video presence
Callimaci, A., & Fortin, A. (2025) · Journal of Further and Higher Education · doi:10.1080/0309877x.2025.2600551
“Social presence, defined as the perception of a real person in technology-mediated interaction (Oh, Bailenson, and Welch 2018; Short, Williams, and Christie 1976), is cate-gorised into intimacy and immediacy.”
Daeglau, M., Getzmann, S., Bender, M., Fels, J., Martin, R., Raake, A., Schiller, I., Schlittmeier, S. J., Schoenenberg, K., Stärz, F., et al. (2025) · arXiv (Cornell University) · doi:10.48550/arxiv.2512.04692
“The fidelity of these cues strongly influences how participants interpret intentions, trustworthiness, and emotional states and has been related to social presence (Oh et al., 2018).”
Lino, M. M., Hernandez, D. J., Hill, P. P., Anderson, M., Guido‐Sanz, F., LaManna, J. B., Blackwell, C. W., & Díaz, D. A. (2025) · Clinical Simulation in Nursing · doi:10.1016/j.ecns.2025.101856
Ehret, J., Schüppen, J., Mohanathasan, C., Ermert, C. A., Fels, J., Schlittmeier, S., Kuhlen, T. W., & Bönsch, A. (2025) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2025.3636079
“To address this issue, researchers have proposed various objective metrics, like proxemics or gaze behavior, which will be discussed in more detail in Section II.”
Expanding AR social attributes: an exploration of AR content shared on social media
Zhang, M., Li, Y., Sun, L., & Sun, Y. (2025) · Journal of Marketing Management · doi:10.1080/0267257x.2025.2591950 · Cited by 1
“A growing stream of research highlights the unique potential of immersive technologies, such as those associated with the metaverse, to engender a sense of social presence in the digital setting (Ghali et al., 2024; Oh et al., 2018; Van Doorn et al., 2017).”
Voskeuil, F., Karahanoğlu, A., Postma, D. B. W., & Reidsma, D. (2025) · SportsHCI · doi:10.1145/3749385.3749390
“Social presence is often characterized as the experience of being in one place, while physically being located in another [27, 37, 52, 69, 76].”
Vásquez, T. I. A., Dombrovskaia, L., & Huerta, C. (2025) · International Conference of the Chilean Computer Science Society · doi:10.1109/sccc67219.2025.11420787
“Experiencias que replican la vida en situaci´on de calle o la vivencia en cuerpos racializados, por ejemplo, han resultado especialmente efectivas al activar respuestas emocionales intensas, lo que refuerza la importancia de un buen dise˜no t´ecnico y narrativo para maximizar su impacto [7], [8].”
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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