The Social Life of Avatars
By Ralph Schroeder. Computer Supported Cooperative Work, 2002
186 citations recorded by the source corpus.
Subfields: Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/5cbdbfcfccda8995cec8f204469a66a847838954
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Human-Computer Interaction
- Kristine L. Nowak
- Ulrike Schultze
- Sarah Parsons
- Christian Rauh
- Chad Harms
- Judee K. Burgoon
- Frank A. Biocca
- Mark J. W. Lee
Citations in the corpus
- Use of three-dimensional (3-D) immersive virtual worlds in K-12 and higher education settings: A review of the research (2010, background): “Telepresence is the sense of feeling present in a virtual world of ‘being there’, while copresenceisa‘senseof beingtogether’(Schroeder,2002,pp.3and4).”
- Embodiment and presence in virtual worlds: a review (2010, background): “Schroeder (2002) highlights that virtual worlds have their historical roots in multi-user domains/dungeons (MUDs) and virtual reality (VR).”
- Authenticity in virtual reality for assessment and intervention in Autism: a conceptual review (2016, background): “…that real world social conventions and behaviours are regularly anticipated, and imported, within interactions in VEs by many different groups of users (Bailenson, Blascovich, Beall, & Loomis, 2003; Parsons, Bowerly, Buckwalter, & Rizzo, 2007; Slater, 2009; Schroeder, 2002; Yee et al., 2007).”
- What are the learning affordances of 3-D virtual environments? (2010, background): “While sense of presence in a virtual world or environment has traditionally been used to refer to a user's perception of 'being there' (Ellis, 1996; Schroeder, 2002), a more recent area of research entails the examination of co-presence, defined as the sense of 'being there together' with other…”
- Toward a More Robust Theory and Measure of Social Presence: Review and Suggested Criteria (2003, background): “● 3D social virtual environments: These fully mediated, social interactions in computer graphic bodies include a full range of social interaction and contacts (Fischer, 1988; Munro, Höök, & Benyon, 1999; Singhal & Zyda, 1999; Schroeder, 2001).”
- The Influence of the Avatar on Online Perceptions of Anthropomorphism, Androgyny, Credibility, Homophily, and Attraction (2005, background): “Representing people or bots, computer processes that interact in a virtual environment, with avatars alters the range and nature of possible experiences, and this is likely to have implications for interpersonal relationships (Biocca, 1997; Biocca & Nowak, 2002; Schroeder, 1997; Schroeder, 2002).”