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Ho, S. S., Xiong, S. R., Li, B. J., Tan, W., Ou, M., & Lisak, G. (2025). Encouraging pro-environmental behaviour in a virtual reality serious game: the interplay between competition and prior knowledge. Behaviour & Information Technology, 44(13), 3212-3235. https://doi.org/10.1080/0144929X.2024.2439528
Zhang, H., Li, B. J., & Wu, Q. (2025). Translation and validation of the Zoom Exhaustion and Fatigue Scale in Chinese. Fatigue: Biomedicine, Health & Behavior, 1-14. https://doi.org/10.1080/21641846.2025.2536303
Malviya, S., Tandoc Jr, E., & Li, B. J. (2025). Coping with Techno-Stressors: A Qualitative Insight into Employee Videoconferencing Experiences. International Journal of Human–Computer Interaction, 1-14. https://doi.org/10.1080/10447318.2025.2526571
Jin, J., Li, B. J., & Theng, Y. L. (2025). Why People Hesitate About Dementia Screening: A Systematic Review and Meta-Analysis. Social Science & Medicine, 118360. https://doi.org/10.1016/j.socscimed.2025.118360
Ai, P., Li, B., Hu, B., & Zhang, H. (2025). Extending the planned risk information seeking model (PRISM) in the context of artificial intelligence: from the perspective of individual differences. Behaviour & Information Technology, 1-15. https://doi.org/10.1080/0144929X.2025.2517211
Zhang, H., Li, B., Hu, B., & Ai, P. (2025). Exploring the Role of Personal Innovativeness on Purchase Intention of Artificial Intelligence Products: An Investigation Using Social Influence Theory and Value-Based Adoption Model. International Journal of Human–Computer Interaction, 1-15. https://doi.org/10.1080/10447318.2025.2513037
Liebherr, M., Gößwein, E., Kannen, C., Babiker, A., Al-Shakhsi, S., Staab, V., Li, B. J., Ali, R. & Montag, C. (2025). Working memory and the need for explainable AI–Scenarios from healthcare, social media and insurance. Heliyon, 11(2), e41871. https://doi.org/10.1016/j.heliyon.2025.e41871
Li, B. J., Zhang, H., & Montag, C. (2024). Too much to process? Exploring the relationships between communication and information overload and videoconference fatigue. PloS One, 19(12), e0312376. https://doi.org/10.3389/fpsyg.2024.1408481
Li, B. J., & Zhang, H. (2024). Exploring the links between type and content of virtual background use during videoconferencing and videoconference fatigue. Frontiers in Psychology, 15, 1408481. https://doi.org/10.3389/fpsyg.2024.1408481
Li, B. J., & Yee, A. Z. H. (2024). Development and validation of the antecedents to videoconference fatigue scale in higher education (AVFS-HE). Education and Information Technologies. https://doi.org/10.1007/s10639-024-12876-9
Xiong, S. R., Ho, S. S., Tan, W., Li, B. J., & Lisak, G. (2024). Virtual Environment, Real Impacts: A Self-determination Perspective on the use of Virtual Reality for Pro-environmental Behavior Interventions. Environmental Communication, 1-20. https://doi.org/10.1080/17524032.2024.2361270
Montag, C., Becker, B., & Li, B. J. (2024). On trust in humans and trust in artificial intelligence: a study with samples from Singapore and Germany extending recent research. Computers in Human Behavior: Artificial Humans, 100070. https://doi.org/10.1016/j.chbah.2024.100070
Lee, C. S., Li, B. J., & Wu, Q. (2023). Teenagers and Videoconference Fatigue: A Preliminary Analysis from an Affordance‐based Approach. Proceedings of the Association for Information Science and Technology, 60(1), 635-640. https://doi.org/10.1002/pra2.830
Li, B. J., & Lee, H. M. (2023). Filters uncovered: Investigating the impact of AR face filters and self-view on videoconference fatigue and affect. Telematics and Informatics Reports, 100088. https://doi.org/10.1016/j.teler.2023.100088
Li, B. J., & Lee, H. M. (2023). Exploring the effects of habituation and scent in first-person 360-degree videos on consumption behavior. Scientific Reports, 13, 8353. https://doi.org/10.1038/s41598-023-35669-5
Lee, H. M., & Li, B. J. (2023). So far yet so near: Exploring the effects of immersion, presence, and psychological distance on empathy and prosocial behavior. International Journal of Human-Computer Studies, 176, 103042. https://doi.org/10.1016/j.ijhcs.2023.103042
Sun, X., Li, B. J., Zhang, H., & Zhang, G. (2023). Social media use for coping with stress and psychological adjustment: A transactional model of stress and coping perspective. Frontiers in Psychology, 14, 1140312. https://doi.org/10.3389/fpsyg.2023.1140312
Li, B. J., Peña, J., & Jung, Y. (2023). VR/AR and wellbeing: The use of immersive technologies in promoting health outcomes. Frontiers in Virtual Reality, 3, 1119919. https://doi.org/10.3389/frvir.2022.1119919
Li, B. J., & Yee, A. Z. H. (2023). Understanding videoconference fatigue: a systematic review of dimensions, antecedents and theories. Internet Research, 33(2), 796-819. https://doi.org/10.1108/INTR-07-2021-0499
Li, B. J., Malviya, S., & Tandoc, E., Jr. (2022). Videoconferencing and Work-Family Conflict: Exploring the Role of Videoconference Fatigue. Communication Studies, 73(5-6), 544-560. https://doi.org/10.1080/10510974.2022.2153894
Li, B. J., Lee, E. W. J., Goh, Z. H., & Tandoc, E., Jr. (2022). From frequency to fatigue: Exploring the influence of videoconference use on videoconference fatigue in Singapore. Computers in Human Behavior Reports. https://doi.org/10.1016/j.chbr.2022.100214
Li, B. J., & Lee, H. M. (2022). Emotional Personalization in Immersive Journalism: Exploring the Influence of Emotional Testimonies and Modality on Emotional Valence, Presence, Empathy, and Recall. PRESENCE: Virtual and Augmented Reality, 28, 281-292. https://doi.org/10.1162/pres_a_00352
Li, B. J., Ratan, R., & Lwin, M. O. (2022). Virtual game Changers: how avatars and virtual coaches influence exergame outcomes through enactive and vicarious learning. Behaviour & Information Technology, 41(7), 1529-1543. https://doi.org/10.1080/0144929X.2021.1884290
Li, B. J., & Kim, H. K. (2021). Experiencing organ failure in virtual reality: Effects of self- versus other-embodied perspective taking on empathy and prosocial outcomes. New Media and Society, 23(8), 2144-2166. https://doi.org/10.1177/1461444821993122
Li, B. J., Bailenson, J. N., Ogle, E., & Zaki, J. (2020). Exploring the heart rate as a chronemic cue in virtual settings: How perceptions of consistent and varied heart rates of a storyteller influence self-reported other-arousal, empathy and social presence. Media Psychology, 1-25. https://doi.org/10.1080/15213269.2020.1788394
Peña, J., Li, B. J., & Ratan, R. (2020). Digital embodiment and improving health outcomes: Healthy avatars make for healthy people. In Technology and Health (pp. 27-47). Academic Press. https://doi.org/10.1016/B978-0-12-816958-2.00002-2
Ratan, R., Beyea, D., Li, B. J., & Graciano, L. (2019). Avatar characteristics induce users’ behavioral conformity with small-to-medium effect sizes: a meta-analysis of the proteus effect. Media Psychology, 1-25. https://doi.org/10.1080/15213269.2019.1623698
Poorisat, T., Detenber, B. H., Boster, F. J., & Li, B. J. (2019). Effects of Message Completeness and Source Expertise in Online Health Discussion Boards. International Journal of Communication, 13, 465-488. https://ijoc.org/index.php/ijoc/article/view/7234
Li, B. J., & Bailenson, J. N. (2018). Exploring the Influence of Haptic and Olfactory Cues of a Virtual Donut on Satiation and Eating Behavior. PRESENCE: Teleoperators and Virtual Environments, 26(03), 337-354. https://doi.org/10.1162/pres_a_00300
Li, B. J., Bailenson, N. J., Pines, A., Greenleaf, W. J., & Williams, L. M. (2017). A Public Database of Immersive VR Videos with Corresponding Ratings of Arousal, Valence, and Correlations between Head Movements and Self Report Measures. Frontiers in Psychology, 8, 2116. https://doi.org/10.3389/fpsyg.2017.02116
Oh, S. Y., Bailenson, J., Krämer, N., & Li, B. J. (2016). Let the Avatar Brighten Your Smile: Effects of Enhancing Facial Expressions in Virtual Environments. PloS ONE, 11(9).
Shin, W. & Li, B. J. (2016). Parental mediation of children’s digital technology in Singapore. Journal of Children and Media, 1-19.
Li, B. J., & Lwin, M. O. (2016). Player see, player do: Testing an exergame motivation model based on the influence of the self avatar. Computers in Human Behavior, 59, 350-357.
Li, B. J., Lwin, M. O., & Jung, Y. (2014). Wii, Myself, and Size: The Influence of Proteus Effect and Stereotype Threat on Overweight Children’s Exercise Motivation and Behavior in Exergames. Games for Health Journal, 3(1), 40-48.
Lwin, M., Li, B. J., & Williams, J. D. (2013). Childhood Obesity and Exergames: Assessments and Experiences from Singapore. In J. D. Williams, K. E. Pasch & C. A. Collins (Eds.), Advances in Communication Research to Reduce Childhood Obesity (pp. 495-508): Springer New York.
Lwin, M., Li, B. J., & Ang, R. (2012). Stop Bugging Me: An Examination of Adolescents’ Protection Behavior Against Online Harassment. Journal of Adolescence, 35(1), 31-41.