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The Causes and Consequences of Presence: Considering the Influence of Violent Video Games on Presence and Aggression.

, , and . Presence, 17 (3): 256-268 (2008)

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Contrasting Time Mode and Sensory Modality in the Performance of Computer Mediated Groups Using Asynchronous Videoconferencing ., , , , , and . HICSS, IEEE Computer Society, (2004)Avatars and Expectations: Influencing Perceptions of Trustworthiness in an Online Consumer Setting., , and . PsychNology Journal, 12 (1-2): 7-28 (2014)Experiencing Nature: Embodying Animals in Immersive Virtual Environments Increases Inclusion of Nature in Self and Involvement With Nature., , , , , and . J. Computer-Mediated Communication, 21 (6): 399-419 (2016)The Causes and Consequences of Presence: Considering the Influence of Violent Video Games on Presence and Aggression., , and . Presence, 17 (3): 256-268 (2008)The Influence of the Avatar on Online Perceptions of Anthropomorphism, Androgyny, Credibility, Homophily, and Attraction., and . J. Computer-Mediated Communication, 11 (1): 153-178 (2005)Computer mediated teamwork and the efficiency framework: Exploring the influence of synchrony and cues on media satisfaction and outcome success., , and . Computers in Human Behavior, 25 (5): 1108-1119 (2009)Effect of Virtual Reality Perspective-Taking on Related and Unrelated Contexts., , , and . Cyberpsychology Behav. Soc. Netw., 24 (12): 839-845 (2021)The Influence of Anthropomorphism and Agency on Social Judgment in Virtual Environments.. J. Computer-Mediated Communication, 9 (2): 0 (2004)Asynchronous Videoconferencing: A Hybrid Communication Prototype., , and . HICSS, page 13. IEEE Computer Society, (2002)Make it our time: In class multitaskers have lower academic performance., , and . Computers in Human Behavior, (2015)