Publisher
Springer Nature Switzerland
Reference15 articles.
1. Tamborini, R., Eastin, M., Lachlan, K., Fediuk, T., Brady, R., Skalski, P.: The effects of violent virtual video games on aggressive thoughts and behaviors. In: 86th Annual Convention of the National Communication Association. Seattle Washington (2000)
2. Chung, D., de Buys, B.D., Nam, C.S.: Influence of avatar creation on attitude, empathy, presence, and para-social ınteraction. In: Jacko, J.A. (eds.) Human-Computer Interaction. Interaction Design and Usability. HCI 2007. Lecture Notes in Computer Science, vol. 4550. Springer, Berlin, Heidelberg (2007). https://doi.org/10.1007/978-3-540-73105-4_78
3. Chung, D.: Something for nothing: understanding purchasing behaviors in social virtual environments. Cyber Psychol. Behav. 6, 538–554 (2005)
4. Joinson, A.N.: Proceeding of the Twenty-Sixth Annual CHI Conference on Human Factors in Computing Systems—CHI '08—Looking at, Looking Up or Keeping up with People? (0), 1027 (2008). ACM Press, Florence, Italy. https://doi.org/10.1145/1357054.1357213
5. Vasalou, A., Joinson, A., Bänziger, T., Goldie, P., Pitt, J.: Avatars in social media: balancing accuracy, playfulness and embodied messages. Int. J. Hum.-Comput. Stud. 66(11), 801–811. ISSN: 1071-5819. https://doi.org/10.1016/j.ijhcs.2008.08.002