The purpose of the current study was to investigate the effect of virtual avatars on health behaviors in the real world. Previous research indicates that actions performed by a virtual avatar can result in behavioral changes in the person watching the avatar. In the current study, participants were undergraduate psychology students at Central Washington University. Participants were randomly assigned to one of four experimental groups: 1) creating an avatar of themselves and exercising with it; 2) creating an avatar of themselves and not exercising with it; 3) using a control avatar and exercising with it; or 4) using a control avatar and not exercising with it. It was hypothesized that participants who had watched an avatar with an appeara...
In this study, the role of presence in the imitation of a virtual model was examined. Immersive virt...
Abstract We explored how viewing one’s anthropometric virtual avatar would affect the viewer’s self-...
This study aimed to assess the ability of a virtual reality (VR)-based software to produce body anxi...
This experimental study aimed to investigate the effect of having a virtual avatar experience on hea...
Customization of an in-game character, or avatar, is a core feature in modern video games and has ...
Avatars in virtual reality (VR) enable embodied experiences and induce the Proteus effect—a shift in...
Avatars in virtual reality (VR) enable embodied experiences and induce the Proteus effect—a shift in...
Avatars in virtual reality (VR) enable embodied experiences and induce the Proteus effect—a shift in...
Avatars in virtual reality (VR) enable embodied experiences and induce the Proteus effect—a shift in...
Includes vita.[ACCESS RESTRICTED TO THE UNIVERSITY OF MISSOURI AT REQUEST OF AUTHOR.] The present st...
Avatars in virtual reality (VR) enable embodied experiences and induce the Proteus effect—a shift in...
A plausible assumption is that self-avatars increase the realism of immersive virtual environments (...
Body image disturbances (BIDs) have been widely studied using virtual reality (VR) devices that indu...
While the benefits of physically immersive video games, or exergames, have witnessed much research a...
A plausible assumption is that self-avatars increase the realism of immersive virtual environments (...
In this study, the role of presence in the imitation of a virtual model was examined. Immersive virt...
Abstract We explored how viewing one’s anthropometric virtual avatar would affect the viewer’s self-...
This study aimed to assess the ability of a virtual reality (VR)-based software to produce body anxi...
This experimental study aimed to investigate the effect of having a virtual avatar experience on hea...
Customization of an in-game character, or avatar, is a core feature in modern video games and has ...
Avatars in virtual reality (VR) enable embodied experiences and induce the Proteus effect—a shift in...
Avatars in virtual reality (VR) enable embodied experiences and induce the Proteus effect—a shift in...
Avatars in virtual reality (VR) enable embodied experiences and induce the Proteus effect—a shift in...
Avatars in virtual reality (VR) enable embodied experiences and induce the Proteus effect—a shift in...
Includes vita.[ACCESS RESTRICTED TO THE UNIVERSITY OF MISSOURI AT REQUEST OF AUTHOR.] The present st...
Avatars in virtual reality (VR) enable embodied experiences and induce the Proteus effect—a shift in...
A plausible assumption is that self-avatars increase the realism of immersive virtual environments (...
Body image disturbances (BIDs) have been widely studied using virtual reality (VR) devices that indu...
While the benefits of physically immersive video games, or exergames, have witnessed much research a...
A plausible assumption is that self-avatars increase the realism of immersive virtual environments (...
In this study, the role of presence in the imitation of a virtual model was examined. Immersive virt...
Abstract We explored how viewing one’s anthropometric virtual avatar would affect the viewer’s self-...
This study aimed to assess the ability of a virtual reality (VR)-based software to produce body anxi...