User representations of computer systems in human-computer speech interaction
International Journal of Man-Machine Studies
The media equation: how people treat computers, television, and new media like real people and places
Can computer-generated speech have gender?: an experimental test of gender stereotype
CHI '00 Extended Abstracts on Human Factors in Computing Systems
Scaffolding learner motivation through a virtual peer
ICLS '06 Proceedings of the 7th international conference on Learning sciences
Looking at human-computer interface design: Effects of ethnicity in computer agents
Interacting with Computers
Journal of Management Information Systems
Social facilitation and human-computer interaction
Computers in Human Behavior
International Journal of Human-Computer Studies
Personal and Ubiquitous Computing
Journal of Management Information Systems
Effects of facial similarity on user responses to embodied agents
ACM Transactions on Computer-Human Interaction (TOCHI)
Computers in Human Behavior
A study of demographic embodiments of product recommendation agents in electronic commerce
International Journal of Human-Computer Studies
Do games tell stories or do stories play games? the narratological analysis of computer games
MIV'05 Proceedings of the 5th WSEAS international conference on Multimedia, internet & video technologies
Social presence as a conduit to the social dimensions of online trust
PERSUASIVE'06 Proceedings of the First international conference on Persuasive technology for human well-being
Gender affordances of conversational agents
Interacting with Computers
International Journal of Sociotechnology and Knowledge Development
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The present experiment examined if and how "gender" of the computer, manifested in character representation, would affect its informational influence on individuals' decisions on masculine (sports) or feminine (fashion) topics. In a 2 (participant's gender) × 2 (character gender) × 2 (nature of topic: masculine vs. feminine) between-subjects experiment, participants played a trivia quiz game with the computer. During the game, they were given a chance to change their initial answer after seeing the computer's answer, which they knew was not necessarily correct. Results suported the match-up hypothesis such that while the male computer elicited greater conformity on the masculine topic than on the feminine topic, the opposite was true for the female counterpart. In addition, men were less likely to yield to the computer's suggestion than women on the masculine topic whereas women, were less likely to succumb to the computer's influence on the feminine topic. These findings are discussed in terms of the robustness of gender-stereotyping in human-computer interaction and the implications for Computers Are Social Actors paradigm.