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The Independent and Interactive Effects of Embodied-Agent Appearance and Behavior on Self-Report, Cognitive, and Behavioral Markers of Copresence in Immersive Virtual Environments
- J. Bailenson, Kimberly R. Swinth, Crystal L. Hoyt, S. Persky, Alex Dimov, J. Blascovich
- PsychologyPresence: Teleoperators & Virtual Environments
- 1 August 2005
Copresence was lowest when there was a large mismatch between the appearance and behavioral realism of an embodied agent, suggesting that assessing the impact of behavioral realism on copresence without taking into account the appearance of the embodied agent can lead to misleading conclusions.
Immersive Virtual Environments Versus Traditional Platforms: Effects of Violent and Nonviolent Video Game Play
An experiment focused on the effects of platform (desktop computer, immersive virtual environment; IVE), content (violent, nonviolent), and player gender on video game play outcomes. Results revealed…
Proxemic behaviors as predictors of aggression towards Black (but not White) males in an immersive virtual environment
This study investigated the relationship between participant proxemic behavior and overt aggression during interactions with Black and White agents in an immersive virtual environment. In a series of…
Immersive Virtual Video Game Play and Presence: Influences on Aggressive Feelings and Behavior
It is predicted that playing a violent video game using an IVET platform would lead to increased presence and aggressive feelings and behavior compared to playing on a less immersive desktop platform, and the results of two experiments supported this hypothesis.
Presence Relates to Distinct Outcomes in Two Virtual Environments Employing Different Learning Modalities
- S. Persky, K. Kaphingst, C. McCall, C. Lachance, A. Beall, J. Blascovich
- PsychologyCyberpsychology Behav. Soc. Netw.
- 5 June 2009
Although there was no relationship between presence and learning comprehension outcomes for either virtual environment, presence was related to information engagement variables in the didactic immersive VLE but not the active environment, demonstrating that presence is not uniformly elicited or effective across immersion VLEs.
Medical Student Bias and Care Recommendations for an Obese versus Non-Obese Virtual Patient
Biases in attitudes, beliefs and interpersonal behavior have important implications because they can influence the tone of clinical encounters and rapport in the patient–provider relationship, which can have important downstream consequences.
Psychological and Behavioral Responses to Genetic Test Results Indicating Increased Risk of Obesity: Does the Causal Pathway from Gene to Obesity Matter?
Personal risk information indicating increased obesity risk may increase motivation to eat healthily, regardless of whether the risk is described as genetic or non-genetic or as acting through an eating-based or metabolism-based causal pathway.
Testing Communication Strategies to Convey Genomic Concepts Using Virtual Reality Technology
- K. Kaphingst, S. Persky, C. McCall, C. Lachance, A. Beall, J. Blascovich
- PsychologyJournal of health communication
- 28 May 2009
The results suggested that active learning might not always be more effective than didactic learning in increasing comprehension of health information and indicated that less complex metaphors might convey abstract concepts more effectively.
Framed, Interactive Theory-Driven Texting: Effects of Message Framing on Health Behavior Change for Weight Loss
Results were mixed overall; however, matched texts elicited greater motivation to change eating and exercise behavior, suggesting promise in using motivational approaches to tailor messages.
Assessing hypothetical scenario methodology in genetic susceptibility testing analog studies: a quantitative review
A quantitative review explores the effect of several theoretically based factors on genetic test uptake accuracy among a sample of 38 articles and recommends strategies for increasing accuracy using hypothetical scenario methodology to examine genetic susceptibility test uptake prediction.