The Influence of the Avatar on Online Perceptions of Anthropomorphism, Androgyny, Credibility, Homophily, and Attraction
By Kristine L. Nowak, Christian Rauh. J. Comput. Mediat. Commun., 2005
576 citations recorded by the source corpus.
Subfields: Clinical Psychology, Experimental and Cognitive Psychology, Gender Studies
View Paper: https://www.semanticscholar.org/paper/bdd3d7cf5d5f96e8a870448181653591dffe7df3
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Clinical Psychology
- Jesse Fox
- Ulrike Schultze
- John T. Cacioppo
- Adam Waytz
- Rachel Ralston
- Kristine L. Nowak
- D. Macinnis
- V. Folkes
In Experimental and Cognitive Psychology
- Jesse Fox
- Nicholas Epley
- Adam Waytz
- John T. Cacioppo
- Kristine L. Nowak
- Ulrike Schultze
- Ana Paula Chaves
- Marco Aurélio Gerosa
In Gender Studies
- Jesse Fox
- Ulrike Schultze
- Kristine L. Nowak
- Ana Paula Chaves
- Marco Aurélio Gerosa
- Jeremy N. Bailenson
- Khe Foon Timothy Hew
- Rachel Ralston
Citations in the corpus
- Embodiment and presence in virtual worlds: a review (2010, background): “Nowak and Rauh (2005) highlight some of the social norms of avatar appearance.”
- Use of three-dimensional (3-D) immersive virtual worlds in K-12 and higher education settings: A review of the research (2010, background): “B e c a u s e t h e ga m e e m p h a s i s e d e n v i r o n m e n t a l a w a r e n e ss , t h o s e e n v i r o n m e n t f r i e n d l y op t i o n s s u c h a s o r ga n i c f a r m i n g t e n d e d t o b r i n g i n a h i g h e r s c o r e t h a n o t h e r op t i o n s .”
- How perceptions of intelligence and anthropomorphism affect adoption of personal intelligent agents (2020, background): “Prior research has proposed that a human-centered set of beliefs, i.e. ability, integrity, and benevolence, is relevant for human-like technologies because users tend to anthropomorphize them (Lankton et al., 2015; Nowak and Rauh, 2005; Reeves and Nass, 1996).”
- Sexualized Avatars Lead to Women’s Self-Objectification and Acceptance of Rape Myths (2015, background): “Users often infer sex, age, race, and personality traits from human-like representations, just as they would when meeting another person (Guadagno, Swinth, & Blascovich, 2011; Nowak & Rauh, 2006).”
- Learning in a Virtual World: Experience With Using Second Life for Medical Education (2010, result): “” This is consistent with previous studies [44,45] showing that people choose avatars for self-representation, based primarily on how similar avatars are to themselves.”
- How Should My Chatbot Interact? A Survey on Social Characteristics in Human–Chatbot Interaction Design (2019, background): “In addition, a static image (or avatar) representing the agent may convey social grouping [Nowak and Rauh 2005].”
- Humanizing brands: When brands seem to be like me, part of me, and in a relationship with me (2017, background): “…anthropomorphism of a brand through visual cues; for example, by making the brand's features resemble a human face (e.g., Hur, Koo, & Hofmann, 2015; Kim, Chen, & Zhang, 2016) or body (e.g., Kim & McGill, 2011; Touré-Tillery & McGill, 2015) or by representing it as an avatar (Nowak & Rauh, 2005).”
- Avatars and computer-mediated communication: a review of the definitions, uses, and effects of digital representations (2018, background): “Users feel more uncertain with androgynous avatars that lack clear indications of gender (Nowak & Rauh, 2005, 2008).”
- Who Sees Human? (2010, background): “Other studies demonstrate that anthropomorphic avatars appear more intelligent (Koda & Maes, 1996) and more credible (Nowak & Rauh, 2005) than nonanthropomorphic ones.”
- Technology, Humanness, and Trust: Rethinking Trust in Technology (2015, background): “Social cognitive theories argue that people categorize objects in their environment and differentiate them as humans, animals, or objects (Kunda, 1999; Nowak & Rauh, 2005).”
- Virtual Virgins and Vamps: The Effects of Exposure to Female Characters’ Sexualized Appearance and Gaze in an Immersive Virtual Environment (2009, background): “Representations of people in online virtual worlds and video games vary, from photographs on social networking sites to emoticons in online chat to anthropomorphized animals in online role-playing games (see Nowak and Rauh 2006, for a review).”