TARGET ARTICLE: Immersive Virtual Environment Technology as a Methodological Tool for Social Psychology
By J. Blascovich, Jack M. Loomis, Andrew C. Beall, Kimberly R. Swinth, Crystal L. Hoyt, Jeremy N. Bailenson. 2002
794 citations recorded by the source corpus.
Subfields: Social Psychology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/931ec58dfb5b1928622274fdc5041c71f0e16d00
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Social Psychology
- Jeremy N. Bailenson
- Mel Slater
- Maria V. Sanchez-Vives
- Jesse Fox
- Sarah Parsons
- J. Blascovich
- Sun Joo Grace Ahn
- Kristine L. Nowak
In Human-Computer Interaction
- Jeremy N. Bailenson
- Mel Slater
- Sarah Parsons
- Maria V. Sanchez-Vives
- Jesse Fox
- Kristine L. Nowak
- Sun Joo Grace Ahn
- G. Welch
Citations in the corpus
- History of Social Psychology: Insights, Challenges, and Contributions to Theory and Application (2010, background): “…and immersive virtual environments, for example, raises questions about the once seemingly clear boundary between imagination and “real life” (Blascovich et al., 2002); at the same time, researchers can now explore phenomena that could not readily be pursued in face-to-face laboratory…”
- Sexualized Avatars Lead to Women’s Self-Objectification and Acceptance of Rape Myths (2015, background): “Unlike images in other media, virtual humans are designed to respond to a user’s actions (Blascovich et al., 2002).”
- Self-Endorsing Versus Other-Endorsing in Virtual Environments (2011, background): “Virtual environments are technologically synthesized sensory information that make the environment, and their contents seem real (Blascovich et al. 2002).”
- Virtual Self-Modeling: The Effects of Vicarious Reinforcement and Identification on Exercise Behaviors (2009, background): “IVET is largely defined by two characteristics: the replacement of natural sensory information with digital information and the ability to track and respond to users’ movements in order to tailor that digital information (Blascovich, 2001; Blascovich et al., 2002 ).”
- Virtual Virgins and Vamps: The Effects of Exposure to Female Characters’ Sexualized Appearance and Gaze in an Immersive Virtual Environment (2009, background): “IVET is largely defined by two characteristics: the replacement of natural sensory information with digital information and the ability to track and respond to users’ movements in order to tailor that digital information (Loomis et al. 1999; Blascovich et al. 2002).”
- When art meets tech: The role of augmented reality in enhancing museum experiences and purchase intentions (2018, background): “Previous research has found that virtual presence can effectively influence individuals' mental imagery level via contextual cueing (Blascovich et al., 2002; Chun & Jiang, 1998).”
- Avatars and computer-mediated communication: a review of the definitions, uses, and effects of digital representations (2018, methodology): “Further research on this question can enlighten our understanding of person perception more broadly (Blascovich & Bailenson, 2011; Blascovich et al., 2002; Nowak, 2015; Schroeder, 2002).”
- Transformational and Transactional Leadership in Virtual and Physical Environments (2003, background): “We define a virtual environment as one providing synthetic sensory information that leads to perceptions of environments and their contents as if they were not synthetic (Blascovich et al., 2002).”
- Building a Stronger CASA: Extending the Computers Are Social Actors Paradigm (2020, background): “Anthropomorphism is a key determinant of how media agents are evaluated (Blascovich et al., 2002; Gong & Nass, 2007; E. J. Lee, 2010a, 2010b; Rosenthal-Von der Pütten & Krämer, 2014).”
- An Emerging Theory of Avatar Marketing (2021, background): “Some researchers argue that behavioral realism is more important than form realism (Blascovich et al. 2002), but both form and behavioral realism are associated with greater avatar usefulness in most contexts (Garau et al.”
- A Virtual Reprise of the Stanley Milgram Obedience Experiments (2006, background): “It has been argued before that immersive virtual environments can provide a useful tool for social psychology [26].”
- The Effect of Embodied Experiences on Self-Other Merging, Attitude, and Helping Behavior (2013, background): “IVET is a mediated environment simulated by digital computer technologies that blur the distinction between reality and its virtual representations (Blascovich et al., 2002).”
- Diversifying experiences enhance cognitive flexibility (2012, background): “Previous studies have shown that, when participants are immersed in virtual reality, they perceive themselves as active agents in that environment (Blascovich et al., 2002).”
- Leadership Efficacy and Women Leaders' Responses to Stereotype Activation (2007, background): “Although relatively new, IVET technology has been noted for many of the methodological advantages it provides (see Blascovich et al., 2002 for a detailed description).”