2010
DOI: 10.1016/j.ijhcs.2009.09.008
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Computer agents versus avatars: Responses to interactive game characters controlled by a computer or other player

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Cited by 183 publications
(113 citation statements)
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“…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%
“…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%
“…In addition, as Thomas & Brown (2009) point out, virtual worlds afford-and indeed, very often require us to engage in synchronous interaction with other individuals. This type of engagement results in characteristically heightened physiological responses and patterns of brain activation (Lim & Reeves, 2007;Chaminade et al, 2005). One of the advantages of using virtual worlds for learning or simulations is the ability to create an experience of engagement with the task, with the surroundings and with other participants that offers a greater potential for transferability of learning back to the real world.…”
Section: Immersionmentioning
confidence: 99%
“…Meanwhile, remotely controlled drones and drones that operate autonomously based on a fixed algorithm are related to the concepts of avatars and agents as discussed under the topic of human-computer interaction (HCI). According to the claims of several studies on HCI, the perceptions and evaluations of users vary between the use of avatars and agents [9][10][11][12].…”
Section: Introductionmentioning
confidence: 99%
“…Depending on who controls these characters (a human versus the system), there can be different perceptions or service evaluations. Lim and Reeves [9] studied the engagement of avatars and agents, part of the game experience, and found that playing a game with avatars showed improved engagement over the use of agents. Concerning general interactions, Cauchard and her colleagues [14] studied the social evaluations during interactions with digital human representations and observed that there is a difference in social evaluations of avatar and agent environments when digital human representations were made to smile, one of the social cues of interaction.…”
Section: Introductionmentioning
confidence: 99%