Self-Endorsing Versus Other-Endorsing in Virtual Environments
By Sun Joo Grace Ahn, Jeremy N. Bailenson. 2011
156 citations recorded by the source corpus.
Subfields: Cognitive Neuroscience, Computer Vision and Pattern Recognition, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/de1ed42af6135e3a11769fd5e203976e2dc48cfa
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Cognitive Neuroscience
- Jesse Fox
- Sun Joo Grace Ahn
- Kristine L. Nowak
- Jeremy N. Bailenson
- David Beyea
- Rabindra (robby) Ratan
- Benjamin J. Li
- L. Graciano
In Computer Vision and Pattern Recognition
In Human-Computer Interaction
- Jesse Fox
- Jeremy N. Bailenson
- Sun Joo Grace Ahn
- Kristine L. Nowak
- Rabindra (robby) Ratan
- A. T. Le
- Kathryn Y. Segovia
- David Beyea
Citations in the corpus
- Why Nonprofits Are Easier to Endorse on Social Media: The Roles of Warmth and Brand Symbolism (2016, background): “…generated advertising (Campbell et al. 2011; Muñiz and Schau 2007; Muntinga, Moorman, and Smit 2011), or visibly connecting oneself to branded online content (Ahn and Bailenson 2011) are all examples of consumers' online brand endorsements, as they are public, positive, and perceived by others.”
- The Effect of Embodied Experiences on Self-Other Merging, Attitude, and Helping Behavior (2013, background): “These implications from Experiment 2 advance earlier work that explored the effects of embodying avatars and their experiences in immersive virtual environments (Ahn, 2011; Ahn & Bailenson, 2011; Fox, 2010) by yielding meaningful insights to the underlying mechanism of EE.”
- Augment yourself through virtual mirror: the impact of self-viewing and narcissism on consumer responses (2018, background): “Ahn and Bailenson (2011) extended selfreferencing to a digital context and found that participants preferred the brand worn by their virtual self over the same brand worn by others in the role of product endorsers.”
- Avatar characteristics induce users’ behavioral conformity with small-to-medium effect sizes: a meta-analysis of the proteus effect (2019, background): “In a study on virtual self-endorsement, Ahn and Bailenson (2011) allowed participants to see themselves endorsing various products in VR.”
- Sexualized Avatars Lead to Women’s Self-Objectification and Acceptance of Rape Myths (2015, background): “Previous studies have shown that controlling an avatar leads to greater effects than merely watching an avatar controlled by another entity (Ahn & Bailenson, 2011; Ahn, Fox, Dale, & Avant, in press).”
- Avatars Versus Agents: A Meta-Analysis Quantifying the Effect of Agency on Social Influence (2015, background): “…techniques (Eastwick & Gardner, 2009), promote learning and trust among students (J.-E. R. Lee et al., 2007), encourage environmental behaviors (Ahn, Fox, Dale, & Avant, in press), and create brand preference by affiliating a particular brand with a self-representation (Ahn & Bailenson, 2011).”
- The Influence of Mixed Reality on Satisfaction and Brand Loyalty in Cultural Heritage Attractions: A Brand Equity Perspective (2020, background): “AR [84] and VR [85] research to the mixed reality context.”
- How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence (2016, unknown): “…and rehabilitation (Kalyanaraman, Penn, Ivory, & Judge, 2010; Riva, 2002), learning and formal education (Monahan, McArdle, & Bertolotto, 2008; Reeves, Cummings, Scarborough, & Read, 2010), and persuasion and commercial advertising (S. J. Ahn & Bailenson, 2011; Grigorovici, 2003), to name a few.”
- Avatars and computer-mediated communication: a review of the definitions, uses, and effects of digital representations (2018, background): “Visually similar representations also promote persuasion and conformity effects (Ahn & Bailenson, 2011; Fox & Bailenson, 2009a; E. J. Lee, 2004, 2007).”