Jorge Peña
Orcid: 0000-0002-0025-4436Affiliations:
- University of California at Davis, CA, USA
- University of Texas at Austin, TX, USA
- Cornell University, Ithaca, NY, USA
According to our database1,
Jorge Peña
authored at least 29 papers
between 2006 and 2024.
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Bibliography
2024
A replication and expansion of the exposure effects of online model photos and social comparison goals on planned behaviors and self-efficacy to lose weight.
New Media Soc., January, 2024
The effects of avatar customization and virtual human mind perception: A test using Milgram's paradigm.
New Media Soc., 2024
2023
Virtual leaders: Can customizing authoritarian and democratic business leader avatars influence altruistic behavior and leadership empowerment perceptions?
Comput. Hum. Behav., April, 2023
2022
Editorial: VR/AR and wellbeing: The use of immersive technologies in promoting health outcomes.
Frontiers Virtual Real., 2022
2021
Face the Uncanny: The Effects of Doppelganger Talking Head Avatars on Affect-Based Trust Toward Artificial Intelligence Technology are Mediated by Uncanny Valley Perceptions.
Cyberpsychology Behav. Soc. Netw., 2021
2020
Game perspective-taking effects on willingness to help immigrants: A replication study with a Spanish sample.
New Media Soc., 2020
Cyberpsychology Behav. Soc. Netw., 2020
Verbal Mimicry Predicts Social Distance and Social Attraction to an Outgroup Member in Virtual Reality.
Proceedings of the IEEE International Conference on Artificial Intelligence and Virtual Reality, 2020
2019
Effects of Human vs. Computer-Controlled Characters and Social Identity Cues on Enjoyment.
J. Media Psychol. Theor. Methods Appl., 2019
2018
Game Perspective-Taking Effects on Players' Behavioral Intention, Attitudes, Subjective Norms, and Self-Efficacy to Help Immigrants: The Case of "Papers, Please".
Cyberpsychology Behav. Soc. Netw., 2018
2017
With great power comes great responsibility: Superhero primes and expansive poses influence prosocial behavior after a motion-controlled game task.
Comput. Hum. Behav., 2017
Playing to beat the blues: Linguistic agency and message causality effects on use of mental health games application.
Comput. Hum. Behav., 2017
Playing with power: Power poses affect enjoyment, presence, controller responsiveness, and arousal when playing natural motion-controlled video games.
Comput. Hum. Behav., 2017
2016
I Am What I See: How Avatar and Opponent Agent Body Size Affects Physical Activity Among Men Playing Exergames.
J. Comput. Mediat. Commun., 2016
Commun. Res., 2016
Words of advice: Exposure to website model pictures and online persuasive messages affects the linguistic content and style of Women's weight-related social support messages.
Comput. Hum. Behav., 2016
2015
Virtual shopping and unconscious persuasion: The priming effects of avatar age and consumers' age discrimination on purchasing and prosocial behaviors.
Comput. Hum. Behav., 2015
Comput. Hum. Behav., 2015
2014
Under Pressure: Avatar Appearance and Cognitive Load Effects on Attitudes, Trustworthiness, Bidding, and Interpersonal Distance in a Virtual Store.
Presence Teleoperators Virtual Environ., 2014
The Influence of Social Categories and Interpersonal Behaviors on Future Intentions and Attitudes to Form Subgroups in Virtual Teams.
Commun. Res., 2014
Comput. Hum. Behav., 2014
Intentions to hide and unfriend Facebook connections based on perceptions of sender attractiveness and status updates.
Comput. Hum. Behav., 2014
2013
Proceedings of the International Conference on Social Computing, SocialCom 2013, 2013
2012
Proceedings of the International Conference on Autonomous Agents and Multiagent Systems, 2012
2011
Do Violent Video Games Impair The Effectiveness of In-Game Advertisements? The Impact of Gaming Environment on Brand Recall, Brand Attitude, and Purchase Intention.
Cyberpsychology Behav. Soc. Netw., 2011
2009
2007
Effects of Geographic Distribution on Dominance Perceptions in Computer-Mediated Groups.
Commun. Res., 2007
2006
J. Comput. Mediat. Commun., 2006
An Analysis of Socioemotional and Task Communication in Online Multiplayer Video Games.
Commun. Res., 2006