Elly A. Konijn

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The nature of humans interacting with interface characters (e.g., embodied agents) is not well understood. The I-PEFiC model provides an integrative perspective on human-character interaction, assuming that the processes of engagement and user interaction exchange information in explaining user responses with interface characters. An experiment using the(More)
This study tested the hypothesis that violent video games are especially likely to increase aggression when players identify with violent game characters. Dutch adolescent boys with low education ability (N=112) were randomly assigned to play a realistic or fantasy violent or nonviolent video game. Next, they competed with an ostensible partner on a(More)
OBJECTIVE To protect minors from exposure to video games with objectionable content (eg, violence and sex), the Pan European Game Information developed a classification system for video games (eg, 18+). We tested the hypothesis that this classification system may actually increase the attractiveness of games for children younger than the age rating. (More)
Human-like characters in the interface may evoke social responses in users, and literature suggests that realism is the most important factor herein. However, the effects of interface characters on the user are not well understood. We developed an integrative framework, called I-PEFiC, to explain ‘persona’ and realism effects on the user. We tested an(More)
Fictional characters (FCs) and mediated persons in literature, theater, film, art, TV, and digital media fulfil basic psychological functions, although the processes involved remain unspecified. Departing from identification and empathy hypotheses, a new context-sensitive model draws upon similarity studies, empirical aesthetics, persuasion, emotion and(More)
We investigated the effects of facial similarity between users and embodied agents under different experimental conditions. Sixty-four undergraduates interacted with two different embodied agents: in one case the agent was designed to look somewhat similar to the user, and in the other case the agent was designed to look dissimilar. We varied between(More)
The present paper provides empirical data to support the use of social media as research environment. YouTube was chosen as a most appropriate format to target adolescents in experimental and cross-sectional designs given its popularity as well as its plasticity. We uniquely applied the YouTube format as (a) an environment to present manipulated media(More)
The objective of this study was to test the effect of individual differences on appeal and use of video games. Participants were 299 adolescent boys from lower and higher secondary schools in the Netherlands and Belgium. In general, boys were most attracted to violent video games. Boys that scored higher in trait aggressiveness and lower in empathy were(More)
In an experimental setting, we investigated whether body shape similarity between user and interface character affected involvement with, distance towards, as well as intentions to use the character in an e-health context. Users interacted with an interface character with the same (similar) or with a different (dissimilar) body shape as their own.(More)