International Journal of Human-Computer Studies
Can computer personalities be human personalities?
International Journal of Human-Computer Studies
The media equation: how people treat computers, television, and new media like real people and places
International Journal of Human-Computer Studies
Silicon sycophants: the effects of computers that flatter
International Journal of Human-Computer Studies
Affective computing
Are computers scapegoats?: attributions of responsibility in human-computer interaction
International Journal of Human-Computer Studies
The effects of animated characters on anxiety, task performance, and evaluations of user interfaces
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Helper agent: designing an assistant for human-human interaction in a virtual meeting space
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Does computer-generated speech manifest personality? an experimental test of similarity-attraction
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
How users reciprocate to computers: an experiment that demonstrates behavior change
CHI EA '97 CHI '97 Extended Abstracts on Human Factors in Computing Systems
Computer Apology: The Effect of the Apologetic Feedback on Users in Computerized Environment
ICALT '05 Proceedings of the Fifth IEEE International Conference on Advanced Learning Technologies
Constructing computer-based tutors that are socially sensitive: Politeness in educational software
International Journal of Human-Computer Studies
International Journal of Human-Computer Studies
The media equation and team formation: Further evidence for experience as a moderator
International Journal of Human-Computer Studies
Personal and Ubiquitous Computing
International Journal of Human-Computer Studies
Gracefully mitigating breakdowns in robotic services
Proceedings of the 5th ACM/IEEE international conference on Human-robot interaction
CASA, WASA, and the dimensions of us
Computers in Human Behavior
The impact of learner attributes and learner choice in an agent-based environment
Computers & Education
Interpersonal variation in understanding robots as social actors
Proceedings of the 6th international conference on Human-robot interaction
Effects of team-based computer interaction: the media equation and game design considerations
ICEC'05 Proceedings of the 4th international conference on Entertainment Computing
AMARA: the affective museum of art resource agent
CHI '12 Extended Abstracts on Human Factors in Computing Systems
The illusion of agency: the influence of the agency of an artificial agent on its persuasive power
PERSUASIVE'12 Proceedings of the 7th international conference on Persuasive Technology: design for health and safety
Computers in Human Behavior
ICSR'12 Proceedings of the 4th international conference on Social Robotics
Proceedings of the 8th International Conference on Ubiquitous Information Management and Communication
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This study extends previous media equation research, which showed that the effects of flattery from a computer can produce the same general effects as flattery from humans. Specifically, the study explored the potential moderating effect of experience on the impact of flattery from a computer. One hundred and fifty-eight students from the University of Queensland voluntarily participated in the study. Participants interacted with a computer and were exposed to one of three kinds of feedback: praise (sincere praise), flattery (insincere praise), or control (generic feedback). Questionnaire measures assessing participants' affective state, attitudes and opinions were taken. Participants of high experience, but not low experience, displayed a media equation pattern of results, reacting to flattery from a computer in a manner congruent with peoples' reactions to flattery from other humans. High experience participants tended to believe that the computer spoke the truth, experienced more positive affect as a result of flattery, and judged the computer's performance more favourably. These findings are interpreted in light of previous research and the implications for software design in fields such as entertainment and education are considered.