Musings on telepresence and virtual presence
Presence: Teleoperators and Virtual Environments - Premier issue
Immersive virtual reality technology
Communication in the age of virtual reality
Interpersonal communication and virtual reality: mediating interpersonal relationships
Communication in the age of virtual reality
Social interaction in virtual enviroments: key issues, common themes, and a framework for research
The social life of avatars
Presence: Teleoperators and Virtual Environments - Special issue: Virtual heritage
A Cross-Media Presence Questionnaire: The ITC-Sense of Presence Inventory
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Descartes, Heidegger, Gibson, and God: Toward an Eclectic Ontology of Presence
Presence: Teleoperators and Virtual Environments
How Can We Determine if the Sense of Presence Affects Task Performance?
Presence: Teleoperators and Virtual Environments
Presence as Being-in-the-World
Presence: Teleoperators and Virtual Environments
The Reality of Experience: Gibson's Way
Presence: Teleoperators and Virtual Environments
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Video lecture format, student technological efficacy, and social presence in online courses
Computers in Human Behavior
Place presence, social presence, co-presence, and satisfaction in virtual worlds
Computers & Education
Defining the virtual self: Personality, behavior, and the psychology of embodiment
Computers in Human Behavior
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Several factors contribute to an individual's experiences in computer-based environments. Previous research shows one such factor, the degree to which users feel connected to a virtual environment, influences the actions of individuals within the environment (Banos et al., 2008; Welch, 1999). Additional factors, such as people's personality and the personality of their avatar, influence behaviors in virtual environments (McCreery, Krach, Schrader, & Boone, 2012). The current study focused on the role of presence as it affects behavior within the virtual environment. Presence has been defined as the psychological state where virtual experiences feel authentic. However, the degree to which presence acts as a mediating variable in virtual environments is not well understood. The current study employed a combination of survey instruments and direct observation to explore the relationships among personality of self and avatar, presence, and behaviors within a virtual environment. Findings indicated that participant scores in the domain of agreeableness were a significant predictor of agreeable behavior in the virtual environment. However, with the exception of negative effects (e.g., dizziness), presence does not appear to influence behavior. Overall implications for these findings are discussed.