Jorge Peña

Orcid: 0000-0002-0025-4436

Affiliations:
  • 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 28 papers between 2006 and 2024.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of five.

Timeline

Legend:

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In proceedings 
Article 
PhD thesis 
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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

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

Examining Identity Shift Effects in Virtual Reality.
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

Increasing Cognitive Readiness Through Computer and Videogame-Based Training.
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

Equity, relational maintenance, and linguistic features of text messaging.
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

Increasing exergame physical activity through self and opponent avatar appearance.
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
A Serious Game Based on a Public Goods Experiment.
Proceedings of the International Conference on Social Computing, SocialCom 2013, 2013

2012
The role of social identity, rationality and anticipation in believable agents.
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
The Priming Effects of Avatars in Virtual Settings.
Commun. Res., 2009

2007
Effects of Geographic Distribution on Dominance Perceptions in Computer-Mediated Groups.
Commun. Res., 2007

2006
The Construction of Away Messages: A Speech Act Analysis.
J. Comput. Mediat. Commun., 2006

An Analysis of Socioemotional and Task Communication in Online Multiplayer Video Games.
Commun. Res., 2006


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