How social is social responses to computers? The function of the degree of anthropomorphism in computer representations
By Li Gong. Computers in Human Behavior, 2008
330 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Experimental and Cognitive Psychology, Social Psychology
View Paper: https://www.semanticscholar.org/paper/56db2ac44324d0649bbe643ee070d7ba5724f243
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Artificial Intelligence
- Urška Tuškej
- Jesse Fox
- Masooda N. Bashir
- Rabindra (robby) Ratan
- Kevin A. Hoff
- Kristine L. Nowak
- Hyosun Kim
- K. Podnar
In Experimental and Cognitive Psychology
- Karl Frederic MacDorman
- Jesse Fox
- Erhan Toz
- Urška Tuškej
- Tilo Hartmann
- Masooda N. Bashir
- Marvin Brandon
- Chin-Chang Ho
In Social Psychology
- Chin-Chang Ho
- Erhan Toz
- Marvin Brandon
- Karl Frederic MacDorman
- Urška Tuškej
- Jesse Fox
- Tilo Hartmann
- Masooda N. Bashir
Citations in the corpus
- Keeping up with influencers: exploring the impact of social presence and parasocial interactions on Instagram (2021, methodology): “similar vein, individuals feel a strong social presence of the interactant when they perceive that interaction with the mediated persona is nearly as close as that with a real person and actual interaction (Gong 2008; Lee and nass 2005; short, ederyn, and Bruce 1976).”
- Trust in Automation (2015, background): “Overall, this research and other findings (e.g., Ezer, Fisk, & Rogers, 2007, 2008; McBride, Rogers, & Fisk, 2010, 2011; McCarley, Wiegmann, Wick-ens, & Kramer, 2003) suggest that people of different ages may employ different strategies when analyzing the trustworthiness of automated systems.”
- Building a Stronger CASA: Extending the Computers Are Social Actors Paradigm (2020, background): “For example, Gong (2008) showed anthropomorphism has a positive, linear effect on perceptions of a digital representation’s competence and trustworthiness.”
- 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).”
- Just a Game? Unjustified Virtual Violence Produces Guilt in Empathetic Players (2010, background): “It may be argued, for example, that affective moral responses will become more likely in the future, as video games portray characters in an increasingly realistic way (see Gong, 2008).”
- Consumers’ identification with corporate brands: Brand prestige, anthropomorphism and engagement in social media (2017, background): “…andDrat-Ruszczak, 2013), pets (Epley et al., 2008), natural phenomena (Waytz et al., 2010a), computers, robots and other technical objects (Gong, 2008; Eyssel and Kuchenbrandt, 2012), as well as companies (Podnar and Melewar, 2010; Stinnett et al., 2013) and consumption objects (Delbaere…”
- Too real for comfort? Uncanny responses to computer generated faces (2009, background): “The term uncanny valley is now commonly applied to animated characters in films and video games. cial responses increases with the human likeness of a computer interface or virtual agent (Burgoon et al., 2000; Gong, 2008).”