“…Among other uses, they have been developed to help autistic children engage in reciprocal social interactions (Tartaro & Cassell, 2007), to influence the emotions and motivation of elementary school children using software (Van der Meij, 2008), to moderate affective experiences during math for low-achieving high school students (Arroyo, Woolf, Cooper, Burleson, & Muldner, 2011, Woolf et al, 2010, to motivate workers in the footwear industry who are using an on-the-job computer-based training environment (Paiva & Machado, 2002), to model emotions and motivation through interactive pedagogical drama for mothers of pediatric cancer patients (Marsella, Johnson, & LaBore, 2000), and to enhance the adoption of an exercise program for adults (Bickmore, 2003). Agents have been designed for university students to reduce frustration in human-computer interaction systems (Hone, 2006;Klein, Moon, & Picard, 2002); to influence social judgments, interest, and self-efficacy for an elearning system about instructional design (Kim, Baylor, & Shen, 2007); to model empathetic reasoning and behavior in a gamelike virtual environment (McQuiggan …”