An Analysis of Socioemotional and Task Communication in Online Multiplayer Video Games. - Jorge Peña 002; Jeffrey T. Hancock (Commun. Res., 2006)

The Construction of Away Messages: A Speech Act Analysis. - Jacqueline Nastri; Jorge Peña 002; Jeffrey T. Hancock (J. Comput. Mediat. Commun., 2006)

Effects of Geographic Distribution on Dominance Perceptions in Computer-Mediated Groups. - Jorge Peña 002; Joseph B. Walther; Jeffrey T. Hancock (Commun. Res., 2007)

The Priming Effects of Avatars in Virtual Settings. - Jorge Peña 002; Jeffrey T. Hancock; Nicholas A. Merola (Commun. Res., 2009)

Do Violent Video Games Impair The Effectiveness of In-Game Advertisements? The Impact of Gaming Environment on Brand Recall, Brand Attitude, and Purchase Intention. - Seung-Chul Yoo; Jorge F. Peña (Cyberpsychology Behav. Soc. Netw., 2011)

The role of social identity, rationality and anticipation in believable agents. - Rui Prada; Guilherme Raimundo; Joana Dimas; Carlos Martinho; Jorge F. Peña; Márcia Baptista; Pedro Alexandre Santos; Luís L. Ribeiro (AAMAS, 2012)

A Serious Game Based on a Public Goods Experiment. - Márcia Baptista; Hugo Damas; Joana Dimas; Guilherme Raimundo; Rui Prada; Carlos Martinho; Pedro Alexandre Santos; Jorge F. Peña (SocialCom, 2013)

Intentions to hide and unfriend Facebook connections based on perceptions of sender attractiveness and status updates. - Jorge Peña 002; Nicholas Brody (Comput. Hum. Behav., 2014)

Increasing exergame physical activity through self and opponent avatar appearance. - Jorge Peña 002; Eunice Kim (Comput. Hum. Behav., 2014)

The Influence of Social Categories and Interpersonal Behaviors on Future Intentions and Attitudes to Form Subgroups in Virtual Teams. - Gamze Yilmaz; Jorge Peña 002 (Commun. Res., 2014)

Under Pressure: Avatar Appearance and Cognitive Load Effects on Attitudes, Trustworthiness, Bidding, and Interpersonal Distance in a Virtual Store. - Jorge F. Peña; Seung-Chul Yoo (Presence Teleoperators Virtual Environ., 2014)

Equity, relational maintenance, and linguistic features of text messaging. - Nicholas Brody; Jorge Peña 002 (Comput. Hum. Behav., 2015)

Virtual shopping and unconscious persuasion: The priming effects of avatar age and consumers' age discrimination on purchasing and prosocial behaviors. - Seung-Chul Yoo; Jorge F. Peña; Minette E. Drumwright (Comput. Hum. Behav., 2015)

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. - Jorge Peña 002; Wenjing Pan (Comput. Hum. Behav., 2016)

Increasing Cognitive Readiness Through Computer and Videogame-Based Training. - Jorge Peña 002; Nicholas Brody (Commun. Res., 2016)

I Am What I See: How Avatar and Opponent Agent Body Size Affects Physical Activity Among Men Playing Exergames. - Jorge Peña 002; Subuhi Khan; Cassandra Alexopoulos (J. Comput. Mediat. Commun., 2016)

Playing with power: Power poses affect enjoyment, presence, controller responsiveness, and arousal when playing natural motion-controlled video games. - Jorge Peña 002; Meng Chen 012 (Comput. Hum. Behav., 2017)

Playing to beat the blues: Linguistic agency and message causality effects on use of mental health games application. - Subuhi Khan; Jorge Peña 002 (Comput. Hum. Behav., 2017)

With great power comes great responsibility: Superhero primes and expansive poses influence prosocial behavior after a motion-controlled game task. - Jorge Peña 002; Meng Chen 012 (Comput. Hum. Behav., 2017)

Game Perspective-Taking Effects on Players' Behavioral Intention, Attitudes, Subjective Norms, and Self-Efficacy to Help Immigrants: The Case of "Papers, Please". - Jorge Peña 002; Juan Francisco Hernández Pérez; Subuhi Khan; Ángel Pablo Cano Gómez (Cyberpsychology Behav. Soc. Netw., 2018)

Effects of Human vs. Computer-Controlled Characters and Social Identity Cues on Enjoyment. - Jorge Peña 002; Jannath Ghaznavi; Nicholas Brody; Rui Prada; Carlos Martinho; Pedro Alexandre Santos; Hugo Damas; Joana Dimas (J. Media Psychol. Theor. Methods Appl., 2019)

Verbal Mimicry Predicts Social Distance and Social Attraction to an Outgroup Member in Virtual Reality. - Salvador Alvídrez; Jorge Peña 002 (AIVR, 2020)

Examining Identity Shift Effects in Virtual Reality. - Jorge Peña 002; Dillon Hill (Cyberpsychology Behav. Soc. Netw., 2020)

Game perspective-taking effects on willingness to help immigrants: A replication study with a Spanish sample. - Jorge Peña 002; Juan Francisco Hernández Pérez (New Media Soc., 2020)

Face the Uncanny: The Effects of Doppelganger Talking Head Avatars on Affect-Based Trust Toward Artificial Intelligence Technology are Mediated by Uncanny Valley Perceptions. - William D. Weisman; Jorge F. Peña (Cyberpsychology Behav. Soc. Netw., 2021)

Editorial: VR/AR and wellbeing: The use of immersive technologies in promoting health outcomes. - Benjamin J. Li; Jorge Peña 002; Younbo Jung (Frontiers Virtual Real., 2022)

Virtual leaders: Can customizing authoritarian and democratic business leader avatars influence altruistic behavior and leadership empowerment perceptions? - Jorge Peña 002; Mishael Aridi Barake; James Michael Falin (Comput. Hum. Behav., 2023)

The effects of avatar customization and virtual human mind perception: A test using Milgram's paradigm. - Jorge Peña 002; Matthew Craig; Hans Baumhardt (New Media Soc., 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. - Wenjing Pan; Jorge Peña 002 (New Media Soc., 2024)

Media Neuroscience on a Shoestring 2.0: Using AR and Mobile EEG Hyperscanning to Study Cooperation. - Jorge Peña 002; Richard Huskey; Xuanjun Gong; Michael W. Andrews; William D. Weisman; Rachael Kee; Valerie Klein; Sophia Sarieva; Raymond Kang; Ralf Schmälzle; Jeffrey T. Hancock (J. Media Psychol. Theor. Methods Appl., 2025)