Can a virtual cat persuade you?: the role of gender and realism in speaker persuasiveness

This study examines the roles of gender and visual realism in the persuasiveness of speakers. Participants were presented with a persuasive passage delivered by a male or female person, virtual human, or virtual character. They were then assessed on attitude change and their ratings of the argument, message, and speaker. The results indicated that the virtual speakers were as effective at changing attitudes as real people. Male participants were more persuaded when the speaker was female than when the speaker was male, whereas female participants were more persuaded when the speaker was male than when the speaker was female. Cross gender interactions occurred across all conditions, suggesting that some of the gender stereotypes that occur with people may carry over to interaction with virtual characters. Ratings of the perceptions of the speaker were more favorable for virtual speakers than for human speakers. We discuss the application of these findings in the design of persuasive human computer interfaces.

[1]  C. Nass,et al.  Are Machines Gender Neutral? Gender‐Stereotypic Responses to Computers With Voices , 1997 .

[2]  T. Koda,et al.  Agents with faces: the effect of personification , 1996, Proceedings 5th IEEE International Workshop on Robot and Human Communication. RO-MAN'96 TSUKUBA.

[3]  Larry F. Hodges,et al.  Virtual reality exposure in the treatment of social anxiety , 2003 .

[4]  Giacomo Mauro DAriano The Journal of Personality and Social Psychology. , 2002 .

[5]  Clifford Nass,et al.  The media equation - how people treat computers, television, and new media like real people and places , 1996 .

[6]  A. A. Lumsdaine Communication and persuasion , 1954 .

[7]  Clifford Nass,et al.  Computers are social actors , 1994, CHI '94.

[8]  Kyle Johnsen,et al.  Experiences in using immersive virtual characters to educate medical communication skills , 2005, IEEE Proceedings. VR 2005. Virtual Reality, 2005..

[9]  Steven E. Stern,et al.  Social perception of male and female computer synthesized speech , 2003, Comput. Hum. Behav..

[10]  Clifford Nass,et al.  Does computer-generated speech manifest personality? an experimental test of similarity-attraction , 2000, CHI.

[11]  Frank Biocca,et al.  The Effect of the Agency and Anthropomorphism on Users' Sense of Telepresence, Copresence, and Social Presence in Virtual Environments , 2003, Presence: Teleoperators & Virtual Environments.

[12]  Steve Benford,et al.  Collaborative virtual environments , 2001, CACM.

[13]  Christian Rauh,et al.  The Influence of the Avatar on Online Perceptions of Anthropomorphism, Androgyny, Credibility, Homophily, and Attraction , 2005, J. Comput. Mediat. Commun..

[14]  Larry F. Hodges,et al.  Effects of Virtual Human Presence on Task Performance , 2004 .

[15]  J. Howell,et al.  Acting in virtual reality , 2000, CVE '00.

[16]  C. Nass,et al.  Machines and Mindlessness , 2000 .

[17]  Frank Biocca,et al.  The Effects of Anthropomorphic Agents on Advertising Effectiveness and the Mediating Role of Presence , 2001 .

[18]  Steven E. Stern,et al.  The Persuasiveness of Synthetic Speech versus Human Speech , 1999, Hum. Factors.

[19]  Lee Sproull,et al.  My partner is a real dog: cooperation with social agents , 1996, CSCW '96.

[20]  Lee Sproull,et al.  Using a human face in an interface , 1994, CHI '94.

[21]  Linda L. Carli,et al.  Interpersonal Relations and Group Processes Gender, Language, and Influence , 2022 .

[22]  Chris Barker,et al.  An Experiment on Public Speaking Anxiety in Response to Three Different Types of Virtual Audience , 2002, Presence: Teleoperators & Virtual Environments.

[23]  Mel Slater,et al.  The impact of avatar realism and eye gaze control on perceived quality of communication in a shared immersive virtual environment , 2003, CHI '03.

[24]  A. Eagly Sex differences in influenceability. , 1978 .

[25]  R. Petty,et al.  Source Attributions and Persuasion: Perceived Honesty as a Determinant of Message Scrutiny , 1995 .