Kathryn Segovia - Academia.edu (original) (raw)

Uploads

Papers by Kathryn Segovia

Research paper thumbnail of Avatars Versus Agents: A Meta-Analysis Quantifying the Effect of Agency on Social Influence

Existing research has investigated whether virtual representations perceived to be controlled by ... more Existing research has investigated whether virtual representations perceived to be controlled by humans (i.e., avatars) or those perceived to be controlled by computer algorithms (i.e., agents) are more influential. A meta-analysis (N = 32) examined the model of social influence in virtual environments and investigated whether agents and avatars in virtual environments elicit different levels of social influence. Results indicated that perceived avatars produced stronger responses than perceived agents. Level of immersion (desktop vs. fully immersive), dependent variable type (subjective vs. objective), task type (competitive vs. Jesse Fox, Ph.D. (fox.775@osu.edu, http://commfox.org) is a social scientist with an interest in the effects of virtual environments, social media, video games, and other technologies; she is an Assistant Professor in the School of Communication at The Ohio State University and founder of the Virtual Environment, Communication Technology, and Online Research (VECTOR) Lab. Sun Joo (Grace) Ahn, Ph.D. (sjahn@uga.edu) is a communication scholar interested in how experiences in virtual environments influence the way people think, feel, and behave in the physical world; she is an Assistant Professor in the Grady College of Journalism and Mass Communication at University of Georgia and the founding director of the Games and Virtual Environments Lab. Joris H. Janssen, Ph.D. (joris.h.janssen@philips.com) is a human-computer interaction researcher with an interest in affective computing and persuasive technology; he is a Research Scientist at Philips Research. Leo Yeykelis (yeyleo@stanford.edu, http://yeyleo.com) is a communication scholar with an interest in quantitative methods and big data at the intersection of media and psychology, with a focus on media multitasking in work and play; he is a Ph.D. student in the Department of Communication at Stanford University. Kathryn Y. Segovia, Ph.D. (kathrynr@stanford.edu) is a design researcher with an interest in how leaders use social influence to facilitate creativity in the workplace; she is an innovation consultant and a lecturer with the Hasso Plattner Institute of Design at Stanford University. Jeremy N. Bailenson, Ph.D. (bailenson@stanford.edu, http://vhil.stanford.edu) is a social scientist with an interest in immersive virtual environments; he is an Associate Professor in the Department of Communication at Stanford University and the founding director of the Virtual Human Interaction Lab.

Research paper thumbnail of Avatars Versus Agents: A Meta-Analysis Quantifying the Effect of Agency on Social Influence

Existing research has investigated whether virtual representations perceived to be controlled by ... more Existing research has investigated whether virtual representations perceived to be controlled by humans (i.e., avatars) or those perceived to be controlled by computer algorithms (i.e., agents) are more influential. A meta-analysis (N = 32) examined the model of social influence in virtual environments and investigated whether agents and avatars in virtual environments elicit different levels of social influence. Results indicated that perceived avatars produced stronger responses than perceived agents. Level of immersion (desktop vs. fully immersive), dependent variable type (subjective vs. objective), task type (competitive vs. Jesse Fox, Ph.D. (fox.775@osu.edu, http://commfox.org) is a social scientist with an interest in the effects of virtual environments, social media, video games, and other technologies; she is an Assistant Professor in the School of Communication at The Ohio State University and founder of the Virtual Environment, Communication Technology, and Online Research (VECTOR) Lab. Sun Joo (Grace) Ahn, Ph.D. (sjahn@uga.edu) is a communication scholar interested in how experiences in virtual environments influence the way people think, feel, and behave in the physical world; she is an Assistant Professor in the Grady College of Journalism and Mass Communication at University of Georgia and the founding director of the Games and Virtual Environments Lab. Joris H. Janssen, Ph.D. (joris.h.janssen@philips.com) is a human-computer interaction researcher with an interest in affective computing and persuasive technology; he is a Research Scientist at Philips Research. Leo Yeykelis (yeyleo@stanford.edu, http://yeyleo.com) is a communication scholar with an interest in quantitative methods and big data at the intersection of media and psychology, with a focus on media multitasking in work and play; he is a Ph.D. student in the Department of Communication at Stanford University. Kathryn Y. Segovia, Ph.D. (kathrynr@stanford.edu) is a design researcher with an interest in how leaders use social influence to facilitate creativity in the workplace; she is an innovation consultant and a lecturer with the Hasso Plattner Institute of Design at Stanford University. Jeremy N. Bailenson, Ph.D. (bailenson@stanford.edu, http://vhil.stanford.edu) is a social scientist with an interest in immersive virtual environments; he is an Associate Professor in the Department of Communication at Stanford University and the founding director of the Virtual Human Interaction Lab.