Musings on telepresence and virtual presence
Presence: Teleoperators and Virtual Environments - Premier issue
How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics
How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics
Physically interactive story environments
IBM Systems Journal
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Virtual experiences, physical behaviors: The effect of presence on imitation of an eating avatar
Presence: Teleoperators and Virtual Environments
Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
User goals in social virtual worlds: A means-end chain approach
Computers in Human Behavior
Behaviour & Information Technology
Realism, idealization, and potential negative impact of 3D virtual relationships
Computers in Human Behavior
Computers in Human Behavior
Getting Real About Virtual Worlds: A Review
International Journal of Virtual Communities and Social Networking
Avatar interfaces for biobehavioral feedback
DUXU'13 Proceedings of the Second international conference on Design, User Experience, and Usability: health, learning, playing, cultural, and cross-cultural user experience - Volume Part II
The psychological functions of avatars and alt(s): A qualitative study
Computers in Human Behavior
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Though considerable research has investigated spatial and social presence, little research has examined the influence of self-presence in a mediated environment. The present work is an empirical study of the role of self-presence in a social virtual world on individuals' offline health, appearance, and well-being. Second Life users (N=279) completed an online questionnaire about their experiences of presence in the virtual world, the influence of their avatar on their offline appearance and health behaviors, and their level of satisfaction with the relationships they developed online. It was hypothesized that self-presence would be positively associated with avatar influence on health and appearance and that self-presence would render the influence of spatial and social presence statistically non-significant. Additionally, it was hypothesized that self-presence would be positively associated with satisfaction with relationships developed in the virtual world. Support was found for these predictions. Results suggest that self-presence is uniquely linked to the influence of the virtual self on offline health and appearance and is a significant predictor of the development of satisfying online relationships. Individual differences and potential prosocial effects of virtual worlds are also discussed.