The Virtual Self and Possible Immersive Consequences of Uncharacteristic Self-Presentation in the Virtual Environment
暂无分享,去创建一个
[1] Soraj Hongladarom. Personal Identity and the Self in the Online and Offline World , 2011, Minds and Machines.
[2] Katelyn Y. A. McKenna,et al. Plan 9 From Cyberspace: The Implications of the Internet for Personality and Social Psychology , 2000 .
[3] Ben Agger,et al. The Virtual Self: A Contemporary Sociology , 2003 .
[4] S. Evans. Virtual Selves, Real Relationships: An Exploration of the Context and Role for Social Interactions in the Emergence of Self in Virtual Environments , 2012, Integrative psychological & behavioral science.
[5] N. Döring,et al. Are we the same online? The expression of the five factor personality traits on the computer and the Internet , 2012 .
[6] Patrick T. Vargas,et al. Know Thy Avatar , 2014, Psychological science.
[7] Airi Lampinen,et al. Social norms and self-presentation on social network sites: Profile work in action , 2016, New Media Soc..
[8] D. Giles. Parasocial Interaction: A Review of the Literature and a Model for Future Research , 2002 .
[9] T. Greitemeyer,et al. Video Games Do Affect Social Outcomes , 2014, Personality & social psychology bulletin.
[10] Vincent Miller. A Crisis of Presence: On-line Culture and Being in the World , 2012 .
[11] Dmitri Williams,et al. The Mapping Principle, and a Research Framework for Virtual Worlds , 2010 .
[12] Michael G. Lacy,et al. A formal anthropological view of motivation models of problematic MMO play: Achievement, social, and immersion factors in the context of culture , 2013, Transcultural psychiatry.
[13] Sun Joo Grace Ahn,et al. Avatars: Portraying, Exploring, and Changing Online and Offline Identities , 2013 .
[14] José Carlos Ribeiro. The increase of the experiences of the self through the practice of multiple virtual identities , 2009, PsychNology J..
[15] David England,et al. Whole body interaction , 2009, Human-Computer Interaction Series.
[16] Giuseppe Riva,et al. Am I My Avatar? A Tool to Investigate Virtual Body Image Representation in Adolescence , 2012, Cyberpsychology Behav. Soc. Netw..
[17] B. Bushman,et al. I wish I were a warrior: the role of wishful identification in the effects of violent video games on aggression in adolescent boys. , 2007, Developmental psychology.
[18] John Suler,et al. The Online Disinhibition Effect , 2004, Cyberpsychology Behav. Soc. Netw..
[19] Monica T. Whitty,et al. Would I lie to you? Self-serving lies and other-oriented lies told across different media , 2008, Comput. Hum. Behav..
[20] Sherry Turkle,et al. Alone Together: Why We Expect More from Technology and Less from Each Other , 2011 .
[21] Jorge Peña,et al. The Priming Effects of Avatars in Virtual Settings , 2009, Commun. Res..
[22] A. Joinson. Disinhibition and the Internet , 2007 .
[23] Bernadett Koles,et al. Who is Portrayed in Second Life: Dr. Jekyll or Mr. Hyde? The Extent of Congruence Between Real Life and Virtual Identity , 2012 .
[24] J. Bailenson,et al. The Proteus Effect: The Effect of Transformed Self-Representation on Behavior , 2007 .
[25] K. Stein,et al. Schema model of the self-concept. , 1995, Image--the journal of nursing scholarship.
[26] Sherry Turkle,et al. Always-on/Always-on-you: The Thetered Self , 2008 .
[27] C. Nass,et al. Social-Psychological Origins of Feelings of Presence: Creating Social Presence With Machine-Generated Voices , 2005 .
[28] Benjamin Kehrwald,et al. Understanding social presence in text‐based online learning environments , 2008 .
[29] A. Joinson. Self‐disclosure in computer‐mediated communication: The role of self‐awareness and visual anonymity , 2001 .
[30] Philippe Fuchs,et al. Virtual Reality: Concepts and Technologies , 2011 .
[31] David M. Kennedy,et al. Designing the self: the transformation of the relational self-concept through social encounters in a virtual immersive environment , 2012, Interact. Learn. Environ..
[32] Kate G. Blackburn,et al. The Priming Effects of Virtual Environments on Interpersonal Perceptions and Behaviors , 2013 .
[33] Poppy Lauretta McLeod,et al. When your Second Life comes knocking: Effects of personality on changes to real life from virtual world experiences , 2014, Comput. Hum. Behav..
[34] Seung-A. Annie Jin,et al. "I Feel More Connected to the Physically Ideal Mini Me than the Mirror-Image Mini Me": Theoretical Implications of the "Malleable Self" for Speculations on the Effects of Avatar Creation on Avatar-Self Connection in Wii , 2010, Cyberpsychology Behav. Soc. Netw..
[35] Phil Turner,et al. The figure and ground of engagement , 2012, AI & SOCIETY.
[36] Paul W. Eastwick,et al. Is it a game? Evidence for social influence in the virtual world , 2009 .
[37] Ana Cristina Vasconcelos,et al. ‘The presentation of self in the online world’: Goffman and the study of online identities , 2013, J. Inf. Sci..
[38] G. Riva,et al. Enacting Intersubjectivity: A Cognitive and Social Perspective on the Study of Interactions (Emerging Communication; Studies in New Technologies and Practices in Communication) , 2008 .
[39] P. Berger,et al. The Social Construction of Reality , 1966 .
[40] David W. Hill. Avatar Ethics: Beyond Images and Signs , 2013 .