Virtual Human Interaction Lab – Stanford University


{ Publications: Online virtual worlds}

Topic: Online virtual worlds

Online virtual environments, such as massively multiplayer online games (MMOs or MMORPGs) or Second Life, where users in different physical locations can interact.

Segovia, K.Y. & Bailenson, J.N. (2013). Identity Manipulation—What Happens When Identity Presentation is Not Truthful. In Amichai-Hamburger Y. (Ed.), The Social Net: Understanding Our Online Behavior, Oxford University Press, 45-61.

Blascovich, J., & Bailenson, J.N. (2011). Infinite Reality - Avatars, Eternal Life, New Worlds, and the Dawn of the Virtual Revolution. New York: William Morrow.

Bailenson, J.N., & Blascovich, J. (2011). Virtual Reality and Social Networks Will Be a Powerful Combination: Avatars will make social networks seductive. IEEE Spectrum. PDF

Yee, N., Harris, H., Jabon, M., Bailenson, J.N. (2011). The Expression of Personality in Virtual Worlds. Social Psychology and Personality Science, 2 (1), 5-12.

Bailenson, J.N. & Segovia, K.Y. (2010). Virtual doppelgangers: Psychological effects of avatars who ignore their owners. In W. S. Bainbridge (Ed.), Online worlds: Convergence of the real and the virtual (175-186). Springer: New York.

Fox, J., Arena, D., & Bailenson, J.N. (2009). Virtual Reality: A survival guide for the social scientist. Journal of Media Psychology, 21 (3), 95-113.

Harris, H., Bailenson, J.N., Nielsen A. & Yee, N. (2009). The evolution of social behavior over time in Second Life. PRESENCE: Teleoperators & Virtual Environments, 18 (6), 294-303.

Yee, N., Bailenson, J.N., & Ducheneaut, N. (2009). The Proteus Effect: Implications of transformed digital self-representation on online and offline behavior. Communication Research, 36 (2), 285-312.

Yee, N., Bailenson, J.N. (2008). A method for longitudinal behavioral data collection in Second Life, PRESENCE: Teleoperators and Virtual Environments. 17(6), 594-596.

Yee, N., Bailenson, J.N., Urbanek, M., Chang, F., & Merget, D. (2007). The unbearable likeness of being digital; The persistence of nonverbal social norms in online virtual environments. Cyberpsychology and Behavior, 10, 115-121.