Virtual Humans and Persuasion: The Effects of Agency and Behavioral Realism
By Rosanna E. Guadagno, J. Blascovich, Jeremy N. Bailenson, Cade Andrew McCall. 2007
351 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/1ab4a7fe5e624a8de30966aefeb7a38dee84287e
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The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
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Citations in the corpus
- Designing persuasive robots: How robots might persuade people using vocal and nonverbal cues (2012, background): “Users also perceive computer agents that display high behavioral realism to be more influential [20].”
- Just a Game? Unjustified Virtual Violence Produces Guilt in Empathetic Players (2010, background): “Likewise, studies show that characteristics of other virtual characters, such as gender ( Guadagno, Blascovich, Bailenson, & McCall, 2007 ), or aspects of the interpersonal virtual setting, such as interpersonal distance ( Bailenson, Blascovich, Beall, & Loomis, 2003 ), influence the way users perce”
- Virtually True: Children's Acquisition of False Memories in Virtual Reality (2009, background): “Furthermore, animation and behavioral realism of virtual humans is becoming more natural ( Guadagno, Blascovich, Bailenson, & McCall, 2007 ; Vinayagamoorthy, Steed, & Slater, 2005 ).”
- Persuasive Robotics: The influence of robot gender on human behavior (2009, background): “Gass et al., in their consideration of multiple disciplinary views, propose that “persuasion involves one or more persons who are engaged in the activity of creating, reinforcing, modifying, or extinguishing beliefs, attitudes, intentions, motivations, and/or behaviors within the constraints of a…”
- Virtual Self-Modeling: The Effects of Vicarious Reinforcement and Identification on Exercise Behaviors (2009, methodology): “IVET has been incorporated in studies of persuasion ( Guadagno, Blascovich, Bailenson, & McCall, 2007 ), obedience (Slater et al., 2006), behavioral mimicry (Bailenson & Yee, 2005), and videogame violence and aggression (Persky & Blascovich, 2007).”
- Avatars, People, and Virtual Worlds: Foundations for Research in Metaverses (2009, unknown): “Conversely, when the environment or the interactions are out of consonance with expectations, people report lower ratings of presence Davis et al./Metaverse Research (Guadagno et al., 2007, Lombard and Ditton, 1997).”
- Avatars and computer-mediated communication: a review of the definitions, uses, and effects of digital representations (2018, background): “Anthropomorphism is also tied to social influence, as more human-like representations can be more persuasive (Gong, 2008; Guadagno et al., 2007).”