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1. Qualitative research in the metaverse, a primer.

2. Interpersonal and Computer-Mediated Competence for Prejudice Reduction: Learning to Interact Digitally and Physically During the Pandemic.

3. Adult learners' perceptions of distance education.

4. Emoji as a Social Presence Tool Among Arab Digital Media Users: Do the Demographic Variables of the Sender Play a Role?

5. It Takes a Village!: Customer Value Co-Creation Behavior in Restaurant Social Media-Based Brand Community.

6. Get Ready to Buy With Me: The Effect of Social Presence Interaction and Social Commerce Intention on S-commerce Live Streaming.

7. Learners' Experiences in an Online Learning Environment: An Analysis of the Impact of International Collaboration.

8. Examining the Affordances of an Online Learning Platform: A Usefulness Theoretical Perspective.

9. Virtual High Schools: Principal Leadership in an Underexplored Context.

10. Effects of Time Pressure, Reward, and Information Involvement on User Management of Fake News on a Social Media Platform.

11. Creating effective visuals for destination marketing videos: Scenery vs people.

12. Virtual Reality in Destination Marketing: Telepresence, Social Presence, and Tourists' Visit Intentions.

13. No Story Without a Storyteller: The Impact of the Storyteller as a Narrative Element in Online Destination Marketing.

14. Meeting of minds: Narratives as a tool to reduce prejudice toward stigmatized group members.

15. Returning to Azeroth: Nostalgia, Sense of Place, and Social Presence in World of Warcraft Classic.

16. Establishing Social, Cognitive, and Teaching Presence in Online Learning—A Panacea in COVID-19 Pandemic, Post Vaccine and Post Pandemic Times.

17. Undergraduate Students Engagement in Formal and Informal Learning: Applying the Community of Inquiry Framework.

18. Dynamic roles of social presence and individual differences in social TV platforms.

19. Combining the Best of Online and Face-to-Face Learning: Hybrid and Blended Learning Approach for COVID-19, Post Vaccine, & Post-Pandemic World.

20. Attraction, Social Presence, Sociability, and Booking Intentions: The Moderating Role of Homophily.

21. Communicating in a proper way: How people from high-/low-context culture choose their media for communication.

22. Avatar Design of Virtual Salespeople: Mitigation of Recommendation Conflicts.

23. Browsing for Cunzaigan on WeChat: Young People's Social Media Presence in Accelerated Urban China.

24. Company Response to Negative Online Reviews: The Effects of Procedural Justice, Interactional Justice, and Social Presence.

25. Does social presence or the potential for interaction reduce social gaze in online social scenarios? Introducing the "live lab" paradigm.

26. Danmaku Related to Video Content Facilitates Learning.

27. Anthropomorphic virtual assistants and the reactions of Internet users: An experiment on the assistant's voice.

28. Students with low prior knowledge learn more when explaining to a peer than to a teacher after viewing educational videos.

29. Effects of sense of control and social presence on customer experience and e-service quality.

30. Using Biographical Prompts to Build Community in an Online Graduate Course: An Adult Learning Perspective.

31. Social Presence and Transactional Distance as an Antecedent to Knowledge Sharing in Virtual Learning Communities.

32. Are You Watching Me? Interacting Effects of Fear of Negative Evaluation and Social Context on Cognitive Performance.

33. We’re All in This (Game) Together.

34. The Enjoyment of Social Q&A Websites Usage.

35. Service Recovery via Social Media.

36. Is a Profile Worth a Thousand Words? How Online Support-Seeker’s Profile Features May Influence the Quality of Received Support Messages.

37. Facebook as a tool for learning purposes: Analysis of the determinants leading to improved students’ learning.

38. Social presence and virtual collaborative learning processes in higher education.

39. An Analysis of Evaluative Comments in Teachers’ Online Discussions of Representations of Practice.

40. When the Medium Is the Message: How Transportability Moderates the Effects of Politicians’ Twitter Communication.

41. The Influence of Teacher Immediacy Behaviors on Student Performance in an Online Course (and the Problem of Method Variance).

42. Subjective Experience and Sociability in a Collaborative Serious Game.

43. Not So Imaginary Interpersonal Contact With Public Figures on Social Network Sites: How Affiliative Tendency Moderates Its Effects.

44. Social Interaction in Games: Measuring Physiological Linkage and Social Presence.

45. Acceptance by the Public of the Virtual Delivery of Public Services: The Effect of Affect.

46. The Effect of Public Social Context on Self-Control: Depletion for Neuroticism and Restoration for Impression Management.

47. User Experience in Digital Games: Differences Between Laboratory and Home.

48. The Journalist Behind the News: Credibility of Straight, Collaborative, Opinionated, and Blogged "News.".

49. A Review of Humor for Computer Games: Play, Laugh and More.

50. Social Presence in the Web-Based Classroom: Implications for Intercultural Communication.

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