Virtual Self-Modeling: The Effects of Vicarious Reinforcement and Identification on Exercise Behaviors
By Jesse Fox, Jeremy N. Bailenson. 2009
476 citations recorded by the source corpus.
Subfields: Applied Psychology, Literature and Literary Theory, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/315251ffccb9610d7c2446461032667afb4653c2
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Applied Psychology
In Literature and Literary Theory
- Kathryn Y. Segovia
- Mel Slater
- Jeremy N. Bailenson
- Sun Joo Grace Ahn
- Jesse Fox
- Maria V. Sanchez-Vives
- Rabindra (robby) Ratan
- Kristine L. Nowak
In Sociology and Political Science
- Jesse Fox
- Mel Slater
- Kathryn Y. Segovia
- Kristine L. Nowak
- Sun Joo Grace Ahn
- Jeremy N. Bailenson
- Maria V. Sanchez-Vives
- Leo Yeykelis
Citations in the corpus
- Avatars Versus Agents: A Meta-Analysis Quantifying the Effect of Agency on Social Influence (2015, methodology): “For example, photorealistic virtual selves (i.e., virtual doppelgängers) influ-enced exercise behaviors when they were controlled by a computer as well as when they were controlled by a human (Fox & Bailenson, 2009).”
- Virtually True: Children's Acquisition of False Memories in Virtual Reality (2009, background): “In the following sections, we will present this work and frame it as it relates to media richness.”
- Studying technology-based strategies for enhancing motivation in mathematics (2014, background): “For example, Fox and Bailenson (2009) reported that, when individuals watched a virtual representation of themselves experiencing the benefits of exercising, these individuals were significantly more likely to engage in exercise after the intervention was done.”
- Drumming in Immersive Virtual Reality: The Body Shapes the Way We Play (2013, background): “A closely related concept is that of ‘virtual doppelgangers’, where a participant sees an alternate selfrepresentation carrying out activities [36-39], designed to induce attitudinal changes in the participant.”
- Enhancing Our Lives with Immersive Virtual Reality (2016, background): “Fox and Bailenson (2009) carried out a study where participants using a head-tracked HMD-based VR saw a virtual character from 3PP (i.e., across the room and looking toward them) with a face that was based on a photograph of their own face and that therefore had some likeness to themselves.”
- Virtual Superheroes: Using Superpowers in Virtual Reality to Encourage Prosocial Behavior (2013, background): “A five-item scale to measure environmental presence, loosely adapted from Bailenson, Swinth, Hoyt, Persky, Dimoy, and Blascovich [17]; for the exact wording of the questions, see Text B in File S1.”
- Avatar characteristics induce users’ behavioral conformity with small-to-medium effect sizes: a meta-analysis of the proteus effect (2019, background): “The results of their experiments (Yee & Bailenson, 2009) provided evidence for the propositions, showing that virtual embodiment caused larger behavioral changes compared to observing an external party.”
- INCREASING SAVING BEHAVIOR THROUGH AGE-PROGRESSED RENDERINGS OF THE FUTURE SELF (2011, unknown): “For example, participants shown virtual versions of themselves losing weight with exercise and gaining weight with inactivity were more likely than controls to exercise afterward (Fox and Bailenson 2009).”
- Avatars and computer-mediated communication: a review of the definitions, uses, and effects of digital representations (2018, background): “…with additional limbs (Won, Bailenson, Lee, & Lanier, 2015), allow every receiver to see consistent eye contact from the same source (Bailenson, Beall, Loomis, Blascovich, & Turk, 2005), or make a message source look exactly like the receiver (Bailenson & Segovia, 2010; Fox & Bailenson, 2009a).”