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Development and validation of the antecedents to videoconference fatigue scale in higher education (AVFS-HE)
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
Virtual Environment, Real Impacts: A Self-determination Perspective on the use of Virtual Reality for Pro-environmental Behavior Interventions
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
On trust in humans and trust in artificial intelligence: a study with samples from Singapore and Germany extending recent research
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
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 Technology, 60(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.