Publications
Ratan, R., Lin, Q., Lim, C., Park, R., Lover, A., Han, E., Jang, D., Leith, A.P., Bailenson, J.N. (2025). Time Matters in VR: Students Benefit from Longer VR Class Duration, but Certain Outcomes Decline After 45 Minutes, with Large Individual Variance. Computers & Education, 105328, https://doi.org/10.1016/j.compedu.2025.105328 (PDF)
Lim, C., Ratan, R., Foxman, M., Meshi, D., Liu, H., Hales, G. E., & Lei, Y. S. (2024). An Avatar's Worth in the Metaverse Workplace: Assessing predictors of avatar customization valuation. Computers in Human Behavior, 1-24, https://doi.org/10.1016/j.chb.2024.108309. (PDF)
Mitchell, K.M., Ratan, R., Maas, M.K., Holt, K., Slaker, J.S., Gambino, A. (2023). Virtual Reality Versus Flatscreen Pornography: Correlations and Effects on Relationship Satisfaction, Rape-Myth Acceptance, and Problematic Use. PRESENCE: Virtual and Augmented Reality, 1-19. https://doi.org/10.1162/pres_a_00399. (PDF)
Ratan, R., Ucha, C., Lei, Y., Lim, C., Triwibowo, W., Yelon, S., Sheahan, A., Lamb, B., Deni, B., & Chen, V. H. H. (2022). How do social presence and active learning in synchronous and asynchronous online classes relate to students’ perceived course gains?. Computers & Education, 191, 1-15. https://doi.org/10.1016/j.compedu.2022.104621. (PDF)
Ratan, R., Miller, D.B., Bailenson, J.N., (2021). Facial Appearance Dissatisfaction Explains Differences in Zoom Fatigue. CyberPsychology, Behavior, and Social Networking, 25(2), 1-6. https://doi.org/10.1089/cyber.2021.0112. (PDF)
Ratan, R., Beyea, D., Li, B., & Graciano, L. (2020). Avatar Characteristics Induce Users’ Behavioral Conformity with Small-to-Medium Effect Sizes: A Meta-Analysis of the Proteus Effect, Media Psychology, 23(5), 651-675. https://doi.org/10.1080/15213269.2019.1623698. (PDF)
Ratan, R., Fordham, J. Leith, A., & Williams, D. (2019). Women Keep it Real: Avatar Gender Choice in League of Legends. CyberPsychology, Behavior, and Social Networking, 22(4), 254-257. https://doi.org/10.1089/cyber.2018.0302. (PDF)
Ratan, R., Braiman, S., Makki, T.W., Ucha, C., Fordham, J. (2018). A Video is Worth a Gagillion Words: Enhancing student skills and self-efficacy through a video-based peer review assignment. Proceedings of the Connected Learning Summit. Cambridge, MA: Massachusetts Institute of Technology. (PDF)
Ratan, R. & Dawson, M (2016). When Mii is Me: A psychophysiological examination of avatar self-relevance. Communication Research, 43(8), 1065-1093. https://doi.org/10.1177/0093650215570652. (PDF)
Ratan, R. & Sah, Y.J. (2015). Leveling Up on Stereotype Threat: The role of avatar customization and avatar embodiment. Computers in Human Behavior, 50, 367-374. https://doi.org/10.1016/j.chb.2015.04.010. (PDF)
Ratan, R., Taylor, N., Hogan, J., Kennedy, T.L.M., & Williams, D. (2015). Stand by your Man: An examination of gender disparity in League of Legends. Games and Culture, 10(5), 438-462. https://doi.org/10.1177/1555412014567228. (PDF)
Ratan, R. & Tsai, H. S. (2014). Dude, where's my Avacar? A mixed-method examination of communication in the driving context. Pervasive and Mobile Computing, 14(c), 112-128. https://doi.org/10.1016/j.pmcj.2014.05.011. (PDF)
Ratan, R. A. (2012). Self-presence, explicated: Body, emotion, and identity extension into the virtual self. In R. Luppicini (Ed.), Handbook of Research on Technoself, 322-336. New York, NY: IGI Global. (PDF)
2025
Ratan, R., Jang, D., Kim, T., Earle, K., Hales, G. E., Lei, Y. S., Lim, C. & Gambino, A. (2025). CASA Renovations: Examining Social Responses to an Anthropomorphic Media Representative That Is Separate From the Core Technology Being Represented. Human-Machine Communication, 10(1), https://doi.org/10.30658/hmc.10.6. (PDF)
Ratan, R., Lin, Q., Lim, C., Park, R., Lover, A., Han, E., Jang, D., Leith, A.P., Bailenson, J.N. (2025). Time Matters in VR: Students Benefit from Longer VR Class Duration, but Certain Outcomes Decline After 45 Minutes, with Large Individual Variance. Computers & Education, 105328, https://doi.org/10.1016/j.compedu.2025.105328 (PDF)
Lim, C., Ratan R., Pandita, S., Foxman, M., Hales, G., Liu, H., Lei, Y., Beyea, D. (2025) Openness to the Metaverse Workplace: Zoom fatigue and metaverse information seeking mediate gender inequities. Human Behavior and Emerging Technologies. https://doi.org/10.1155/hbe2/8808655. (PDF)
Lim, C., Leith P, A., Ratan, R., Foxman, M., Bouzek, D. (2025) Meeting Needs: How Social Interaction Anxiety, Zoom Fatigue, Relatedness, and Demographics Predict Virtual Meeting Feature Preferences. Computers in Human Behavior Reports, https://doi.org/10.1016/j.chbr.2025.100673. (PDF)
Lim, C., Ratan, R., Foxman, M., Beyea, D., Jeong, D., Leith, A.P. (2025). Examining attitudes about the virtual workplace: Associations between zoom fatigue, impression management, and virtual meeting adoption intent. PLoS ONE 20(2): e0312354. https://doi.org/10.1371/journal.pone.0312354. (PDF)
Lim, C., Beyea, D., Leith, A. P., Foxman, M., Klebig, B., Ratan, R. (2025). The Hyperpersonal Model of Communication in Virtual Meetings: Exploring the Roles of Fatigue, Social Interaction Anxiety, Muting, and Avatar Use in Meeting Engagement. In Proceedings of 2025 58th Hawaii International Conference on System Sciences (HICSS). (PDF)
Lim, C., Beyea, D., Leith, A. P., Foxman, M., Klebig, B., Ratan, R. (2025). The Hyperpersonal Model of Communication in Virtual Meetings: Exploring the Roles of Fatigue, Social Interaction Anxiety, Muting, and Avatar Use in Meeting Engagement. In Proceedings of 2025 58th Hawaii International Conference on System Sciences (HICSS). (PDF)
Ratan, R. & Pandita, S. (2025). Avatar, a Lasting Definition: A Mediated Self-Representation That an Intelligent User Controls during Dynamic Interactions. In K. E. Dill-Shackleford & N.B. Bowman (Eds.), The Oxford Handbook of Media Psychology. Oxford University Press, USA, ISBN: 9780197689875. https://doi.org/10.1093/oxfordhb/9780197689875.013.0012. (PDF)
Praetorius, A., Ratan, R., Goerlich, D. (2025). Avatar Embodiment and the Proteus Effect. In Matthew Powers (Ed.), Oxford Research Encyclopedia of Communication. New York and Oxford: Oxford University Press. https://doi.org/10.1093/acrefore/9780190228613.013.1467. (PDF)
2024
Beyea, D., Lim, C., Lover, A., Foxman, M., Ratan, R., & Leith, A. (2024). Zoom Fatigue in Review: A meta-analytical examination of videoconferencing fatigue’s antecedents. Computers in Human Behavior Reports, https://doi.org/10.1016/j.chbr.2024.100571. (PDF)
Lim, C. & Ratan, R. (2024). Zoom Fatigue and Facial Dissatisfaction Relate to Virtual Meeting Engagement Differently in the US and South Korean Contexts. Cyberpsychology, Behavior, and Social Networking, https://doi.org/10.1089/cyber.2024.0099. (PDF)
Stavropoulos, V., Prokofieva, M., Zarate, D., Colder Carras, M., Ratan, R., Kowert, R., Schivinski, B., Burleigh, T. L., Poulus, D., Karimi, L., Gorman-Alesi, A., Brown, T., Gomez, R., Hein, K., Arachchilage, N., & Griffiths, M. D. (2024). Machine Learning (s) in gaming disorder through the user-avatar bond: A step towards conceptual and methodological clarity: Reply to: User-avatar bond as diagnostic indicator for gaming disorder: A word on the side of caution (2024). Journal of Behavioral Addictions. https://doi.org/10.1556/2006.2024.00063. (PDF)
Lim, C., Ratan, R., Foxman, M., Meshi, D., Liu, H., Hales, G. E., & Lei, Y. S. (2024). An Avatar's Worth in the Metaverse Workplace: Assessing predictors of avatar customization valuation. Computers in Human Behavior, 1-24, https://doi.org/10.1016/j.chb.2024.108309. (PDF)
Ratan, R., Boumis, J., McNeill, G., Desrochers, A., Taskas, S., Jang, D., & Makki, T. (2024). Examining the Proteus effect on misogynistic behavior induced by a sports mascot avatar in virtual reality. Scientific Reports, 14(19659), 1-6. https://doi.org/10.1038/s41598-024-70450-2. (PDF)
Bailenson, J. N., Beams, B., Brown, J., DeVeaux, C., Han, E., Queiroz, A. C., Ratan, R., Santoso, M., Srirangarajan, T., Yujie, T., & Wang, P. (2024). Seeing the world through digital prisms: Psychological implications of passthrough video usage in mixed reality. Technology, Mind, and Behavior, 5(2). https://doi.org/10.1037/tmb0000129. (PDF)
Kao, D., Mubarrat, S. T., Joshi, A., Pandita, S., Mousas, C., Liang, H. N., & Ratan, R. (2024). Exploring how gender-anonymous voice avatars influence women’s performance in online computing group work. International Journal of Human-Computer Studies, 103146, 1-16. https://doi.org/10.1016/j.ijhcs.2023.103146. (PDF)
Milik, O., Jang, D., Foxman, M., Klebig, B., Beyea, D., Leith, A., & Ratan, R. (2024). Focusing on Virtual Groups: A Method for Focus Group Interviews in XR/VR Group Settings (Traditional Panel). AoIR2024, Sheffield, UK. (PDF)
Lim, C., Ratan, R., Khan, A., Lei, Y., Hales, G. E., Liu, H. (2024) Behavioral Influence Through Controllable Avatars(cars): Applying the Technology Acceptance Model and Social Cognitive Theory in Electric Vehicle Games. Proceedings of Meaningful Play 2024 Conference.
Foxman, M., Bouzek, D., Lim, C., Ratan, R., Klebig B., Leith, A. P. (2024). Making a Virtual Playground: Values-Based Game Design in Meeting Platforms. Proceedings of the 2024 Digital Games Research Association (DiGRA) International Conference.
Lim, C., Foxman, M., Leith, A., Meshi, D., Ratan, R. (2024). Wanting Playfulness to Counter Fatigue from Virtual Meetings: Associations with Social Interaction Anxiety and Workaholism. Proceedings of the 2024 Digital Games Research Association (DiGRA) International Conference.
2023
Wong, S. & Ratan, R. (2023). How Does Exposure to General and Sexual Harassment Relate to Female Gamers’ Coping Strategies and Mental Health? Games & Culture, 19(5), 1-20. https://doi.org/10.1177/15554120231177600. (PDF)
Liaw, S. Y., Tan, J. Z., Rusli, K.D.B, Ratan, R., Zhou, W., Lim, S., Lau, T.C., Seah, B., & Chua, W. L. (2023). Artificial Intelligence Versus Human-Controlled Doctor in Virtual Reality Simulation for Sepsis Team Training: Randomized Controlled Study. Journal of Medical Internet Research, 25, 1-9. https://doi.org/10.2196/47748. (PDF)
Liaw, S. Y., Tan, J. Z., Lim, S., Zhou, W., Yap, J., Ratan, R., Leng, O.S., Shu, J.W., Seah, B, & Chua, W. L. (2023). Artificial intelligence in virtual reality simulation for interprofessional communication training: Mixed method study. Nurse Education Today, 122, 1-8. https://doi.org/10.1016/j.nedt.2023.105718. (PDF)
Maas, M. K., Slaker, J., Holt, K., Ratan, R., Cary, K. M., & Greer, K. M. (2023). Sexual Experiences and Beliefs Vary by Patterns of Pornography Genre Preferences Among Women. Journal of Sex & Marital Therapy, 1-14. https://doi.org/10.1080/0092623X.2023.2174225. (PDF)
Mitchell, K.M., Ratan, R., Maas, M.K., Holt, K., Slaker, J.S., Gambino, A. (2023). Virtual Reality Versus Flatscreen Pornography: Correlations and Effects on Relationship Satisfaction, Rape-Myth Acceptance, and Problematic Use. PRESENCE: Virtual and Augmented Reality, 1-19. https://doi.org/10.1162/pres_a_00399. (PDF)
Leith, A., Foxman, M., Onuche, M., Ratan, R., & Lim, C. (2023). Mixed Feelings and Realities: Joyful to Nauseating Sentiments About VR on Twitter. Proceedings of the 2023 Digital Games Research Association (DiGRA) International Conference. https://dl.digra.org/index.php/dl/article/view/2105. (PDF)
Foxman, M., Bouzek, D., Ratan, R., & Leith, A. P. (2023). Virtually Limited: Boundaries of Play in Virtual Reality Production. Proceedings of the 2023 Digital Games Research Association (DiGRA) International Conference. https://dl.digra.org/index.php/dl/article/download/1979/1978
2022
Beyea, D., Ratan, R., Lei, Y., Liu, H, Hales, G., & Lim, C. (2022). A new meta-analysis of the Proteus effect: Studies in VR find stronger effect sizes. PRESENCE: Virtual and Augmented Reality, 31, 189–202. https://doi.org/10.1162/pres_a_00392. (PDF)
Ratan, R., Klein, M., Ucha, C., & Cherchiglia, L. (2022). Avatar Customization Orientation and Undergraduate-Course Outcomes: Actual-self avatars are better than ideal-self and future-self avatars. Computers & Education, 191, 1-12, https://doi.org/10.1016/j.compedu.2022.104643. (PDF)
Rheu, M. M., Ratan, R., Sah, Y. J., Cherchiglia, L., & Day, T. (2022). Jogging in Your Avatar's Footsteps: The effects of avatar customization and control intuitiveness. Frontiers in Virtual Reality, 3, 1-11. https://doi.org/10.3389/frvir.2022.873689. (PDF)
Ratan, R., Ucha, C., Lei, Y., Lim, C., Triwibowo, W., Yelon, S., Sheahan, A., Lamb, B., Deni, B., & Chen, V. H. H. (2022). How do social presence and active learning in synchronous and asynchronous online classes relate to students’ perceived course gains?. Computers & Education, 191, 1-15. https://doi.org/10.1016/j.compedu.2022.104621. (PDF)
Rosenthal, S. & Ratan, R. (2022). Balancing learning and enjoyment in serious games: Kerbal Space Program and the communication mediation model. Computers & Education, 1-15. https://doi.org/10.1016/j.compedu.2022.104480. (PDF)
Ratan, R., Chen, V.H.H., De Grove, F., Breuer, J., Quandt, T. & Williams, R. (2022). Gender, Gaming Motives, and Genre: Comparing Singaporean, German, and American Players. IEEE Transactions on Games, 14(3), 456-465. https://doi.org/10.1109/TG.2021.3116077. (PDF)
Foxman, M., Beyea, D., Leith, A. P., Ratan, R. A., Chen, V. H. H., & Klebig, B. (2022). Beyond Genre: Classifying Virtual Reality Experiences. IEEE Transactions on Games, 14(3), 466-477. https://doi.org/10.1109/TG.2021.3119521. (PDF)
Kao, D., Ratan, R., Mousas, C., Joshi, A., & Melcer, E. (2022). Audio Matters Too: How Audial Avatar Customization Enhances Visual Avatar Customization. Proceedings of the CHI Conference on Human Factors (CHI ’22), 1-27. doi.org/10.1145/3491102.3501848. (Honorable Mention Award recipient). (PDF)
Peña, J., Li, B.J. & Ratan, R. (2020). Digital Embodiment and Improving Health Outcomes: Healthy Avatars Make for Healthy People. In J. Kim & H. Song (Eds.), Technology and health: Promoting attitude and behavior change (pp. xx-xx). San Diego, CA: Elsevier. (PDF)
Stavropoulos, V., Ratan, R., & Lee, K. M. (Eds.). (2022). User-Avatar Bond: Risk and Opportunities in Gaming and Beyond. Frontiers Media SA. doi: 10.3389/978-2-88976-366-5. www.frontiersin.org/research-topics/16408/user-avatar-bond-risk-and-opportunities-in-gaming-and-beyond. (PDF)
2021
Ratan, R., Miller, D.B., Bailenson, J.N., (2021). Facial Appearance Dissatisfaction Explains Differences in Zoom Fatigue. CyberPsychology, Behavior, and Social Networking, 25(2), 1-6. https://doi.org/10.1089/cyber.2021.0112. (PDF)
Sah, Y.J., Rheu, M., Ratan, R., (2021). Avatar-User Bond as Meta-Cognitive Experience: Explicating Identification and Embodiment as Cognitive Fluency. Frontiers in Psychology, 12, 1-7. https://doi.org/10.3389/fpsyg.2021.695358. (PDF)
Ratan, R., Boumis, J.K., Kuang, S., Gambino, A., Huang, K-T. (2021). Reality Stems From Modality: Stereotype Threat Effects of a STEM Game in Augmented and Virtual Reality. Frontiers in Virtual Reality, 2, 1-12. https://doi.org/10.3389/frvir.2021.636643. (PDF)
Ratan, R., Earle, K., Rosenthal, S., Chen, V. H. H., Gambino, A., Goggin, G., Stevens, H., Li, B., & Lee, K. M. (2021). The (digital) medium of mobility is the message: Examining the influence of e-scooter mobile app perceptions on e-scooter use intent. Computers in Human Behavior Reports, 3, 1-8. http://doi.org/10.1016/j.chbr.2021.100076. (PDF)
Li, B., Ratan, R., Lwin, M.O. (2021). Virtual Game Changers: how avatars and virtual coaches influence exergame outcomes through enactive and vicarious learning. Behaviour & Information Technology, 41(7), 1529-1543. http://doi.org/10.1080/0144929X.2021.1884290. (PDF)
Kao, D., Ratan, R., Mousas, C., & Magana, A. J. (2021). The Effects of a Self-Similar Avatar Voice in Educational Games. Proceedings of the ACM on Human-Computer Interaction, (CHI PLAY), 1-28. https://doi.org/10.1145/3474665. (PDF)
Gogonis, A.R., & Ratan, R. (2021, June). Using Video Games to Help Visualize and Teach Microbiological Concepts: A study analyzing the learning implications of a video game in comparison to a traditional method. In ACM International Conference on Interactive Media Experiences (pp. 264-266). https://doi.org/10.1145/3452918.3468027. (PDF)
2020
Ratan, R., Shen, C., Williams, D., (2020). Men Do Not Rule the World of Tanks: Negating the Gender-Performance Gap in a Spatial-Action Game by Controlling for Time Played. American Behavioral Scientist 64(7), 1031 – 1043. https://doi.org/10.1177/0002764220919147. (PDF)
Fordham, J., Ratan, R., Huang, K.T., Zhou, W., & Silva., K., (2020). Stereotype Threat in a Video Game Context and Its Influence on Perceptions of Science, Technology, Engineering, and Mathematics (STEM): Avatar-Induced Active Self-Concept as a Possible Mitigator. American Behavioral Scientist, 64(7), 1-27. https://doi.org/10.1177/0002764220919148. (PDF)
Shen, C., Sun, Q., Kim, T., Wolff, G., Ratan, R., & Williams, D. (2020). Viral Vitriol: Predictors and Contagion of Online Toxicity in World of Tanks. Computers in Human Behavior, 108, 1-9. http://doi.org/10.1016/j.chb.2020.106343. (PDF)
Gambino, A., Fox, J., & Ratan, R. (2020). Building a Stronger CASA: Extending the Computers Are Social Actors Paradigm. Human-Machine Communication, 1, 71-86. https://doi.org/10.30658/hmc.1.5. (PDF)
Hofer, M., Hartmann, T., Eden, A., Ratan, R., & Hahn, L. (2020). The Role of Plausibility in the Experience of Spatial Presence in Virtual Environments. Frontiers in Virtual Reality, 1-9. https://doi.org/10.3389/frvir.2020.00002. (PDF)
Ratan, R., Beyea, D., Li, B., & Graciano, L. (2020). Avatar Characteristics Induce Users’ Behavioral Conformity with Small-to-Medium Effect Sizes: A Meta-Analysis of the Proteus Effect, Media Psychology, 23(5), 651-675. https://doi.org/10.1080/15213269.2019.1623698. (PDF)
Kao, D., Mousas, C., Magana, A. J., Harrell, D. F., Ratan, R., Melcer, E. F., Sherrick, B., Parsons, P. & Gusev, D. A. (2020). Hack. VR: A Programming Game in Virtual Reality. arXiv preprint arXiv:2007.04495
Foxman, M., Leith, A. P., Beyea, D., Klebig, B., Chen, V. H. H., & Ratan, R. (2020, November). Virtual Reality Genres: Comparing Preferences in Immersive Experiences and Games. In Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '20). Association for Computing Machinery, New York, NY,USA, 237– 241. DOI:https://doi.org/10.1145/3383668.3419881. (PDF)
Wohn, D. Y., Ratan, R., & Cherchiglia, L. (2020). Gender and Genre Differences in Multiplayer Gaming Motivations. Proceedings of HCI International 2020, Copenhagen, Denmark. Springer Lecture Series, Cham. (PDF)
2019
Lee, S., Ratan, R., & Park, T., (2019). The Voice Makes the Car: Enhancing Autonomous Vehicle Perceptions and Adoption Intention through Voice Agent Gender and Style. Multimodal Technologies and Interaction, 3(20), 1-11. https://doi.org/10.3390/mti3010020. (PDF)
Ratan, R., Fordham, J. Leith, A., & Williams, D. (2019). Women Keep it Real: Avatar Gender Choice in League of Legends. CyberPsychology, Behavior, and Social Networking, 22(4), 254-257. https://doi.org/10.1089/cyber.2018.0302. (PDF)
Huang, K.T., Ball, C., Francis, J., Ratan, R., Boumis, J., & Fordham, J. (2019). Augmented Versus Virtual Reality in Education: An Exploratory Study Examining Science Knowledge Retention When Using Augmented Reality/Virtual Reality Mobile Applications. CyberPsychology, Behavior, and Social Networking, 22(2), 105-110. https://doi.org/10.1089/cyber.2018.0150. (PDF)
Hawkins, I., Ratan, R., Blair, D., & Fordham, J. (2019). The Effects of Gender Role Stereotypes in Digital Learning Games on Motivation for STEM Achievement. Journal of Science Education and Technology, 28, 628-637. https://doi.org/10.1007/s10956-019-09792-w. (PDF)
Mendelman, L., Ratan, R. A., Fordham, J., Knittel, M., & Milik, O. (2019). Sentimental Avatars: Gender Identification and Vehicles of Selfhood in Popular Media From Nineteenth-Century Novels to Modern Video Games. Games and Culture, 16(2), 1-27, https://doi.org/10.1177/1555412019879812. (PDF)
Kortemeyer, G., Anderson, D., Desrochers, A., Hackbardt, A., Hoekstra, K., Holt, A., Iftekhar A., Kabaker, T., Keller, N., Korzecke Z., Gogonis, A., Manson, Q., McNeill, G., Mookerjee D., Nguyen, S., Person, B., Stafford M., Takamoribraganca, L., Yu, Z., Zeng, F., & Ratan, R. (2019). Using a Computer Game to Teach Circuit Concepts. European Journal of Physics, 40(5), 1-15. https://doi.org/10.1088/1361-6404/ab2a1d. (PDF)
Cherchiglia, L. & Ratan, R.(2019). Avatar Effects in a STEM-Game Website. Proceedings of Meaningful Play 2018, 315-328. doi: https://doi.org/10.1184/R1/9995969.
Cherchiglia, L., *Renius, W., Ratan, R., Carlson, J. J., Carlson, B. R., Pfeiffer, K. A., Petushek, E. J. (2019). Virtual Mentors in the (S)Partners Website. Proceedings of the 2018 Connected Learning Summit, Vol. 1, 371-372. doi: https://doi.org/10.1184/R1/7793804, ISSN: 2642-3626. (PDF)
Ratan, R., Winn, B., & LaPensee, E. (Eds.). (2019). Proceedings of Meaningful Play 2018. Pittsburgh, PA: Carnegie Mellon University: ETC Press. (Link)
2018
Tamborini, R., Novotny, E., Prabhu, S., Hofer, M., Bente, G., Grall, C., Klebig, B., Hahn, L., Slaker, J., Ratan, R. (2018). The effect of behavioral synchrony with black or white virtual agents on outgroup trust. Computers in Human Behavior, 83, 176-183. https://doi.org/10.1016/j.chb.2018.01.037. (PDF)
Ratan, R., Braiman, S., Makki, T.W., Ucha, C., Fordham, J. (2018). A Video is Worth a Gagillion Words: Enhancing student skills and self-efficacy through a video-based peer review assignment. Proceedings of the Connected Learning Summit. Cambridge, MA: Massachusetts Institute of Technology. (PDF)
2017
Ratan, R. (2017). Companions & vehicles: Permutations of avatar-likeness. In J. Banks (Ed.), Avatars assembled: The social and technical anatomy of digital bodies. New York: Peter Lang Publishing. (PDF)
Fordham, J.A., Leith, A.P. & Ratan, R.A. (2017). Super Smash Bros.. In R. Mejia, J. Banks, & A. Adams (Eds.), 100 Greatest Video Game Franchises. Rowman & Littlefield.
Fordham, J.A., Leith, A.P. & Ratan, R.A. (2017). League of Legends. In R. Mejia, J. Banks, & A. Adams (Eds.), 100 Greatest Video Game Franchises. Rowman & Littlefield.
2016
Sah, Y.J., Ratan, R., Tsai, H.S., Peng, W., & Sarinopoulos, I. (2016). Are You What Your Avatar Eats? Health-behavior Effects of Avatar-manifested Self-concept. Media Psychology, 20(4), 632-657. https://doi.org/10.1080/15213269.2016.1234397. (PDF)
De Grove, F., Breuer, J., Chen, V.H.H., Quandt, T., Ratan, R., & Van Looy, J. (2016). Validating the Digital Games Motivation Scale for comparative research between countries and sexes. Communication Research Reports, 34(1), 37-47. https://doi.org/10.1080/08824096.2016.1250070. (PDF)
Shen, C., Ratan, R., Leavitt, A., & Cai, Y. D. (2016). Do Men Advance Faster Than Women? Debunking the Gender Performance Gap in Two Massively Multiplayer Online Games. Journal of Computer-Mediated Communication, 21(4), 312-329. https://doi.org/10.1111/jcc4.12159. (PDF)
Leith, A., Ratan, R., & Wohn, D. Y., (2016). The (De-)evolution of Evolution Games: A Content Analysis of the Representation of Evolution Through Natural Selection in Digital Games. Journal of Science Education and Technology, 24(4), 655-664. https://doi.org/10.1007/s10956-016-9620-x. (PDF)
Ratan, R. & Dawson, M (2016). When Mii is Me: A psychophysiological examination of avatar self-relevance. Communication Research, 43(8), 1065-1093. https://doi.org/10.1177/0093650215570652. (PDF)
Ratan, R., Rikard, R. V., Wanek, C., McKinley, M., Johnson, L., & Sah, Y. J. (2016). Introducing Avatarification: An experimental examination of how avatars influence student motivation. Proceedings of the 49th Hawaii International Conference System Sciences (HICSS) Conference (51-59). IEEE. (PDF)
Meschtscherjakov, A., Tscheligi, M., Szostak, D., Krome, S., Pfleging, B., Ratan, R., Politis, I., Baltodano, S., Miller, D., & Ju, W. (2016, May). HCI and autonomous vehicles: contextual experience informs design. Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (pp. 3542-3549). ACM.
2015
Ratan, R. & Sah, Y.J. (2015). Leveling Up on Stereotype Threat: The role of avatar customization and avatar embodiment. Computers in Human Behavior, 50, 367-374. https://doi.org/10.1016/j.chb.2015.04.010. (PDF)
Ratan, R., Taylor, N., Hogan, J., Kennedy, T.L.M., & Williams, D. (2015). Stand by your Man: An examination of gender disparity in League of Legends. Games and Culture, 10(5), 438-462. https://doi.org/10.1177/1555412014567228. (PDF)
Martins, N., Matthews, N. L., & Ratan, R. A. (2015). Playing by the Rules: Parental Mediation of Video Game Play. Journal of Family Issues, 38(9), 1215-1238. https://doi.org/10.1177/0192513X15613822. (PDF)
Kahn, A. S., Shen, C., Lu, L., Ratan, R. A., Coary, S., Hou, J., Meng, J., Osborn, J. C., Williams, D. (2015). The Trojan Player Typology: A cross-genre, cross-cultural, behaviorally validated scale of video game play motivations. Computers in Human Behavior, 49, 354-361. https://doi.org/10.1016/j.chb.2015.03.018. (PDF)
Meschtscherjakov, A., Tscheligi, M., Szostak, D., Ratan, R., McCall, R., Politis, I., & Krome, S. (2015, April). Experiencing autonomous vehicles: crossing the boundaries between a drive and a ride. Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems (2413-2416). ACM. (PDF)
Peng, W., Ratan, R., & Khan, L. (2015). Ebook Uses and Class Performance In A College Course. Proceedings of the 48th Annual Hawaii International Conference on System Sciences. (PDF)
Riedl, B., Cai, Y. D., Ratan, R., Shen, C., & Picot, A. (2015). Champions of Equality: Examining gender egalitarianism in virtual teams across cultures. Proceedings of the 48th Annual Hawaii International Conference on System Sciences. (PDF)
2014
Ratan, R. & Tsai, H. S. (2014). Dude, where's my Avacar? A mixed-method examination of communication in the driving context. Pervasive and Mobile Computing, 14(c), 112-128. https://doi.org/10.1016/j.pmcj.2014.05.011. (PDF)
Lehdonvirta, V., Ratan, R., Kennedy, T.L.M., & Williams, D. (2014). Pink and Blue Pixel$: gender and economic disparity in two massive online games. The Information Society, 30(4), 243-255. https://doi.org/10.1080/01972243.2014.915277. (PDF)
Kahn, A., Ratan, R., & Williams, D. (2014). Why We Distort in Self-Report: Predictors of Self-Report Errors in Video Game Play. Journal of Computer-Mediated Communication, 19(4), 1010-1023. https://doi.org/10.1111/jcc4.12056. (PDF)
Ratan, R., & Hasler, B., (2014). Playing well with virtual classmates: Relating avatar design to collaboration satisfaction. Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing. doi: 10.1145/2531602.2531732. (PDF)
Ratan, R.A. & Sah, Y.J. (2014). The Spawn of Presence: Examining the relationship between presence and self-presence. Proceedings of the 15th Annual International Workshop on Presence. Vienna, Austria. (PDF)
Kennedy, T., Ratan, R., Kapoor, K., Pathak, N., Williams, D., & Srivastava, J. (2014). Predicting MMO Player Gender from In-Game Attributes using Machine Learning Models. In M. A. Ahmad & C. Shen (Eds.), Real Worlds to Virtual Worlds. Springer. (PDF)
2012
2010
Ratan, R., Chung, J., Shen, C., Williams, D., & Poole, M. (2010). Schmoozing and Smiting: Trust, social institutions and communication patterns in an MMOG. Journal of Computer-Mediated Communication, 16(1), 93-114. https://doi.org/10.1111/j.1083-6101.2010.01534.x. (PDF)
Martins, N., Williams, D., Ratan, R., & Harrison, K. (2010). Virtual Masculinity: A content analysis of male video game characters. Body Image, 8(1), 43-51. https://doi.org/10.1016/j.bodyim.2010.10.002. (PDF)
Ratan, R., & Hasler, B.S. (2010). Exploring Self-Presence in Collaborative Virtual Teams. PsychNology Journal, 8(1), 11-31. https://doi.org/10.1016/j.chbr.2024.100370. (PDF)
2007-9
Martins, N., Williams, D., Ratan, R., & Harrison, K. (2009). A Content Analysis of Female Body Imagery in Video Games. Sex Roles, 61, 824-836. https://doi.org/10.1007/s11199-009-9682-9. (PDF)
Castronova, E., Williams, D., Huang, Y., Shen, C., Keegan, B., & Ratan, R. (2009). As real as real? Macroeconomic behavior in a large-scale virtual world. New Media & Society, 11(5), 685-707. https://doi.org/10.1177/1461444809105346. (PDF)
Xiong, L., Ratan, R., & Williams, D. (2009). Location-Based Mobile Games: A Theoretical Framework for Research. In A. deSouza e Silva, & D. Sutko (Eds.), Hybrid Reality Games: Reconfiguring Social and Urban Networks Via Locative Media (37-54). New York, New York: Peter Lang Publishers.
Ratan, R. A. & Ritterfeld, U. (2009). Towards a psychological classification of serious games. In U. Ritterfeld, M. Cody & P. Vorderer (Eds.), Serious Games: Mechanisms and Effects (37-54). New York, NY: Routledge. (PDF)
Ratan, R.A., Santa Cruz, M., & Vorderer, P. (2007). Multitasking, Presence & Self-Presence on the Wii. In L. Moreno (Ed.), Proceedings of the 10th Annual International Workshop on Presence (167 – 190). Barcelona, Spain: Starlab Barcelona S.L.