Selected Publications

Click on article titles for full versions

Teenagers and Videoconference Fatigue: A Preliminary Analysis from an Affordance‐based Approach

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 Technology60(1), 635-640. https://doi.org/10.1002/pra2.830

Filters uncovered: Investigating the impact of AR face filters and self-view on videoconference fatigue and affect 

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

Exploring the effects of habituation and scent in first-person 360-degree videos on consumption behavior

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

So far yet so near: Exploring the effects of immersion, presence, and psychological distance on empathy and prosocial behavior

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

Social media use for coping with stress and psychological adjustment: A transactional model of stress and coping perspective

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

VR/AR and wellbeing: The use of immersive technologies in promoting health outcomes

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

Understanding videoconference fatigue: a systematic review of dimensions, antecedents and theories

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

Videoconferencing and Work-Family Conflict: Exploring the Role of Videoconference Fatigue

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

From frequency to fatigue: Exploring the influence of videoconference use on videoconference fatigue in Singapore

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

Emotional Personalization in Immersive Journalism: Exploring the Influence of Emotional Testimonies and Modality on Emotional Valence, Presence, Empathy, and Recall

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

Virtual game Changers: how avatars and virtual coaches influence exergame outcomes through enactive and vicarious learning

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

Experiencing organ failure in virtual reality: Effects of self- versus other-embodied perspective taking on empathy and prosocial outcomes

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

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

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

Digital embodiment and improving health outcomes: Healthy avatars make for healthy people

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

Avatar characteristics induce users’ behavioral conformity with small-to-medium effect sizes: a meta-analysis of the proteus effect

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

Effects of Message Completeness and Source Expertise in Online Health Discussion Boards

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

Exploring the Influence of Haptic and Olfactory Cues of a Virtual Donut on Satiation and Eating Behavior

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

A Public Database of Immersive VR Videos with Corresponding Ratings of Arousal, Valence, and Correlations between Head Movements and Self Report Measures

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.