Real-life encounters with face-to-face contact are on the decline in a world in which many routine tasks are delegated to virtual characters—a development that bears both opportunities and risks. Interacting with such virtual-reality beings is particularly common during role-playing videogames, in which we incarnate into the virtual reality of an avatar. Video gaming is known to lead to the training and development of real-life skills and behaviors; hence, in the present study we sought to explore whether role-playing video gaming primes individuals’ identification with a computer enough to increase computer-related social conformity. Following immersive video gaming, individuals were indeed more likely to give up their own best judgm...
From the theory of compensatory Internet use, escapism through videogames may constitute a coping st...
Video games constitute a popular form of entertainment that allows millions of people to adopt virtu...
This study presents the second phase of a series of experiments investigating the impact of avatar v...
Avatars or agents are digitized self-representations of a player in mediated environments. While usi...
29th International Conference on Computer Animation and Social Agents, 2016, Geneva, Switzerland, 23...
Abstract. The difference of shown social behavior towards virtual humans and real humans has been su...
Two studies examined whether participant attitudes would change toward positions advocated by an ing...
Three hypotheses positing divergent psychological mechanisms underlying human interaction within cyb...
Video games as a medium for play increase in popularity and participation every year. Around the wor...
In modern society, where nations and even individuals are divided, building bridges between people o...
The article investigates the problem of interaction between a modern primary school-aged child and t...
The purpose of the present study was to examine the effect of perspective-taking instructions (PTI) ...
Video games have become a prominent part of United States culture. As of 2017, over 155 million Amer...
peer reviewedFrom the theory of compensatory Internet use, escapism through videogames may constitut...
The purpose of the current study is to investigate the relationship between artificial social enviro...
From the theory of compensatory Internet use, escapism through videogames may constitute a coping st...
Video games constitute a popular form of entertainment that allows millions of people to adopt virtu...
This study presents the second phase of a series of experiments investigating the impact of avatar v...
Avatars or agents are digitized self-representations of a player in mediated environments. While usi...
29th International Conference on Computer Animation and Social Agents, 2016, Geneva, Switzerland, 23...
Abstract. The difference of shown social behavior towards virtual humans and real humans has been su...
Two studies examined whether participant attitudes would change toward positions advocated by an ing...
Three hypotheses positing divergent psychological mechanisms underlying human interaction within cyb...
Video games as a medium for play increase in popularity and participation every year. Around the wor...
In modern society, where nations and even individuals are divided, building bridges between people o...
The article investigates the problem of interaction between a modern primary school-aged child and t...
The purpose of the present study was to examine the effect of perspective-taking instructions (PTI) ...
Video games have become a prominent part of United States culture. As of 2017, over 155 million Amer...
peer reviewedFrom the theory of compensatory Internet use, escapism through videogames may constitut...
The purpose of the current study is to investigate the relationship between artificial social enviro...
From the theory of compensatory Internet use, escapism through videogames may constitute a coping st...
Video games constitute a popular form of entertainment that allows millions of people to adopt virtu...
This study presents the second phase of a series of experiments investigating the impact of avatar v...