Living Digitally: Embodiment in Virtual Worlds
By T. L. Taylor. 2002
404 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Sociology and Political Science, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/c4a07da48b2bc8d46e20f2413485c2a84563dfb2
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Developmental and Educational Psychology
- Max Sjöblom
- Nan (Andy) Zhang
- Frank A. Biocca
- Elena Karahanna
- Christian Rauh
- Juho Hamari
- Sean Xin Xu
- Ulrike Schultze
In Sociology and Political Science
- Max Sjöblom
- Juho Hamari
- R. Belk
- Nan (Andy) Zhang
- Frank A. Biocca
- Elena Karahanna
- Christian Rauh
- Sean Xin Xu
In Human-Computer Interaction
- Kristine L. Nowak
- Ulrike Schultze
- R. Belk
- Christian Rauh
- Max Sjöblom
- Nan (Andy) Zhang
- Frank A. Biocca
- Elena Karahanna
Citations in the corpus
- Embodiment and presence in virtual worlds: a review (2010, background): “For instance, proximity to other avatars was interpreted in a way similar to physical proximity: although we are comfortable standing close to people who are familiar and dear to us, we seek some distance from strangers (also Taylor, 2002).”
- Psychological Ownership Motivation and Use of Social Media (2015, positive): “As a result, previous studies have concluded that people are able to express their “true self” better in social media than they ever could in face-to-face contexts (e.g., Bargh, McKenna, and Fitzsimons, 2002; Taylor, 2002; Tosun, 2012).”
- Extended Self in a Digital World (2013, background): “…of configuring our avatar bodies has led some to suggest that our avatars represent our ideal selves (Kozinets and Kedzior 2009; Robinson 2007; Taylor 2002), possible selves (Young and Whitty 2012), aspirational selves (Martin 2008; Wood and Solomon 2010), or a canvas on which we can “try…”
- The Effect of the Agency and Anthropomorphism on Users' Sense of Telepresence, Copresence, and Social Presence in Virtual Environments (2003, background): “…the very existence of a virtual image likely to influence perception, but different images have been shown to have different influences (Koda, 1996; Slater & Steed, 2002; Taylor, 2002; Turkle, 1995; Wexelblat, 1997), although the direction and type of influence different images have is still unclear.”
- The Influence of the Avatar on Online Perceptions of Anthropomorphism, Androgyny, Credibility, Homophily, and Attraction (2005, methodology): “Essentially, the avatar may be used to provide a means of identifying, recognizing, and evaluating others in the mediated world of geographically distant communication (Benford, Greenhalgh, Rodden, & Pycock, 2001; Talamo & Ligorio, 2001; Taylor, 2002).”
- What is eSports and why do people watch it? (2017, background): “For a more elaborate discussion on the paradox of what is real and virtual, please see Lehdonvirta (2010) and Taylor (2002).”