2009
DOI: 10.1080/15213260903287242
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Being in the Game: Effects of Avatar Choice and Point of View on Psychophysiological Responses During Play

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Cited by 116 publications
(90 citation statements)
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References 38 publications
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“…Resemblance of the artificial body to a human body improves embodiment into the avatar (Maselli and Slater, 2013), and the feeling of Presence (discussed also in the next section) in the virtual world (Eastin, 2006;Ratan et al, 2007;Ratan, 2011). Furthermore, customization of avatars increases the extent to which people feel connected to their avatars (Lim and Reeves, 2009;Ratan, 2011). However, VR users are able to identify with human-looking avatars even when they present different visual characteristics than their real selves (Kim, 2011;Aymerich-Franch et al, 2012;Maister et al, 2014).…”
Section: The Rubber Hand and Beyondmentioning
confidence: 98%
“…Resemblance of the artificial body to a human body improves embodiment into the avatar (Maselli and Slater, 2013), and the feeling of Presence (discussed also in the next section) in the virtual world (Eastin, 2006;Ratan et al, 2007;Ratan, 2011). Furthermore, customization of avatars increases the extent to which people feel connected to their avatars (Lim and Reeves, 2009;Ratan, 2011). However, VR users are able to identify with human-looking avatars even when they present different visual characteristics than their real selves (Kim, 2011;Aymerich-Franch et al, 2012;Maister et al, 2014).…”
Section: The Rubber Hand and Beyondmentioning
confidence: 98%
“…According to research in this area, two key factors determine the extent to which people feel connected to their self-representation in the virtual environment: the degree of agency they believe they possess when the virtual representation is created, and the intimacy they feel with the virtual representation (Biocca, Harms, & Burgoon, 2003;Jin & Park, 2009;Ratan & Hasler, 2010). In a series of studies, Lim and Reeves (2009) found that people who were allowed to personalize their virtual representations later treated them with more empathy than those who were randomly assigned a representation. Similarly, research based on neuropsychology has also demonstrated that people are more likely to classify a virtual A C C E P T E D M A N U S C R I P T…”
Section: Accepted Manuscriptmentioning
confidence: 98%
“…It can be expected that when an agent limits a person's freedom about an issue they are not involved in, reactance may be lower or not occur, but when a person's freedom is limited about an issue in which that person is strongly involved, they may experience stronger reactance. Several studies have investigated the effects of involvement towards human's psychophysiological responses in an interactive game (Lim & Reeves, 2009) like engagement level between gameplays with avatars or computer agents (Lim & Reeves, 2010) and persuasion (Johnson & Eagly, 1989;Oreg & Sverdlik, 2014). From those studies, it can be concluded that in high-involvement situations, the chances for successful persuasion activities are low, and that in such situations people may easily experience reactance.…”
Section: Introductionmentioning
confidence: 99%