1996
DOI: 10.1006/ijhc.1996.0073
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Can computers be teammates?

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Cited by 518 publications
(324 citation statements)
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“…People have been found to use social rules and respond differentially to computers with different voices [45], to invoke common gender stereotypes [46], to feel psychologically close or connected with a computer [47], to respond to computer personalities in a similar manner as they respond to human personalities [48], and even to respond to flattery [49]. In accordance with Nass et al [50], when a computer was identified as a team-mate, participants perceived the computer to be friendlier and more like them, cooperated more and perceived information from the computer to be of higher quality.…”
Section: Research Model and Hypothesessupporting
confidence: 71%
“…People have been found to use social rules and respond differentially to computers with different voices [45], to invoke common gender stereotypes [46], to feel psychologically close or connected with a computer [47], to respond to computer personalities in a similar manner as they respond to human personalities [48], and even to respond to flattery [49]. In accordance with Nass et al [50], when a computer was identified as a team-mate, participants perceived the computer to be friendlier and more like them, cooperated more and perceived information from the computer to be of higher quality.…”
Section: Research Model and Hypothesessupporting
confidence: 71%
“…Only few years ago trust was considered possible only among people, but successive studies in human-computer interaction have indicated that people can have relations (including the social relation of trust) also with computer technology. According to [18] "individuals can be induced to behave as if computers warranted human treatment, even though users know that the machines do not actually warrant this treatment". In other words, modern computer technology has the ability to influence human perception so that computers can be perceived as if they were human partners [3].…”
Section: Background: Trust and Recommender Systems In An E-commerce Cmentioning
confidence: 99%
“…Realism (''telling about life like it is'') and identifying with characters have been shown to moderate the long-term effect that TV violence has on youth . As outlined by Shapiro et al [2006], people are more willing to respond to certain stimuli in the media, which come from other humans that act in a similar fashion [see Nass et al, 1996]. In addition, adding a story line to a video game to make it more realistic is related to higher levels of immersion compared with a video game that does not contain a story [Schneider et al, 2004].…”
Section: Video Game Realism As a Moderatormentioning
confidence: 99%