Avatar-Based Self-Influence in a Traditional CMC Environment

IF 1.7 4区 心理学 Q2 COMMUNICATION
David Beyea, B. V. D. Heide, D. Ewoldsen, A. Eden, Jingbo Meng
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引用次数: 2

Abstract

Abstract. Dubbed the Proteus effect, research has shown that avatars influence user behavior in virtual reality and video game environments (Yee & Bailenson, 2007, 2009); however, does this same ef...
传统CMC环境下基于角色的自我影响
摘要被称为Proteus效应的研究表明,化身会影响虚拟现实和视频游戏环境中的用户行为(Yee&Bailenson,20072009);然而,同样的ef。。。
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来源期刊
CiteScore
3.20
自引率
11.80%
发文量
42
期刊介绍: Journal of Media Psychology (JMP) is committed to publishing original, high-quality papers which cover the broad range of media psychological research. This peer-reviewed journal focuses on how human beings select, use, and experience various media as well as how media (use) can affect their cognitions, emotions, and behaviors. Submissions must substantially advance the current state-of the art on a theoretical and/or an empirical level. To name just a few typical fields and domains of inquiry, the Journal of Media Psychology considers manuscripts dealing with research on entertainment, computer-mediated communication (including social media), human-computer interaction, e-learning, computer and video games, virtual environments, or advertising. The journal is also open to research from neighboring disciplines as far as this work ties in with psychological concepts of the uses and effects of the media. Submissions of comparative work, e.g., crossmedia, cross-gender, or cross-cultural, are encouraged. Moreover, submissions including alternative analysis procedures such as the Bayesian approach are welcome. Starting in 2015, the pre-registration of research plans will also be possible. To ensure short turn-around cycles for manuscript review and fast publication, the Journal of Media Psychology relies heavily upon electronic communication and information exchange, starting from electronic submission and continuing throughout the entire review and production process.
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