The Unbearable Likeness of Being Digital: The Persistence of Nonverbal Social Norms in Online Virtual Environments
By N. Yee, Jeremy N. Bailenson, Mark Urbanek, Francis Chang, D. Merget. Cyberpsychology, Behavior, and Social Networking, 2007
706 citations recorded by the source corpus.
Subfields: Literature and Literary Theory, Sociology and Political Science, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/5e1d50b672c0741ea07d5251272c090b074fbc59
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Literature and Literary Theory
In Sociology and Political Science
- Jesse Fox
- Jeremy N. Bailenson
- Nicolas Ducheneaut
- Krishna P. Gummadi
- Farshad Kooti
- Winter A. Mason
- N. Yee
- Meeyoung Cha
In Human-Computer Interaction
- Jesse Fox
- N. Yee
- Jeremy N. Bailenson
- Sarah Parsons
- Rabindra (robby) Ratan
- David Beyea
- Benjamin J. Li
- L. Graciano
Citations in the corpus
- Sexualized Avatars Lead to Women’s Self-Objectification and Acceptance of Rape Myths (2015, background): “In Second Life, users can build their own private, customized areas, and thus scientists are able to create highly controlled spaces for research (Yee et al., 2007).”
- Learning in a Virtual World: Experience With Using Second Life for Medical Education (2010, background): “In addition, the greater sense of “presence” in a virtual world positively influences group process and cohesiveness, as well as engagement and attention [14,15,16].”
- The Proteus Effect (2009, background): “For example, rules of personal space and eye gaze aversion in virtual worlds actually follow well-known rules of nonverbal behavior (Yee, Bailenson, Urbanek, Chang, & Merget, 2007) even though the modality of movement is entirely different (i.e., mouse and keyboard as opposed to arms and legs).”
- The strategic female: gender-switching and player behavior in online games (2014, background): “…as well as avatar use, reflecting offline expectations of status, language, social roles, and etiquette in small group social interactions (Spears et al., 2011), as well as gender differences in expectations related to interpersonal distance (Blascovich & Bailenson, 2011; Yee et al., 2007).”
- Avatar characteristics induce users’ behavioral conformity with small-to-medium effect sizes: a meta-analysis of the proteus effect (2019, background): “The effects of virtual reality (VR) on human perceptions are well documented (Cummings & Bailenson, 2015) and within such virtual environments, “ the avatar is the primary identity cue ” (Yee et al., 2007, p. 274).”
- Second Life in higher education: Assessing the potential for and the barriers to deploying virtual worlds in learning and teaching (2009, background): “*Presence, according to Yee et al (2007), measures how real one believes a mediated environment is, in terms of non-verbal behaviours (Garau, Slater, Bee & Sasse, 2001), physiological responses (Slater, Usoh & Steed, 1994) and other measures.”
- Authenticity in virtual reality for assessment and intervention in Autism: a conceptual review (2016, background): “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).”
- The Emergence of Conventions in Online Social Networks (2012, background): “Only recently has this become more feasible, as conventions have begun to be studied in online communities (Yee et al. 2007; Friedman, Steed, and Slater 2007).”