P U B L I C A T I O N S
P E E R - R E V I E W E D J O U R N A L A R T I C L E S
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, https://doi.org/10.1016/j.compedu.2022.104643
Jogging in Your Avatar's Footsteps: The effects of avatar customization and control intuitiveness.
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. https://doi.org/10.3389/frvir.2022.873689
Ratan, R., Ucha, C., Lei, Y., Lim, C., Triwibowo, W., Yelon, S., Sheahan, A., Lamb, B., Deni, D., & 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, https://doi.org/10.1016/j.compedu.2022.104621
User-Avatar Bond: Risk and Opportunities in Gaming and Beyond.
Stavropoulos, V., Ratan, R., & Lee, K.M. (2022). Editorial: User-Avatar Bond: Risk and Opportunities in Gaming and Beyond. Frontiers in Psychology, 13. https://doi.org/10.3389/fpsyg.2022.923146
Rosenthal, S. & Ratan, R. (2022). Balancing learning and enjoyment in serious games: Kerbal Space Program and the communication mediation model. Computers & Education, Article 104480. https://doi.org/10.1016/j.compedu.2022.104480
Gender, Gaming Motives, and Genre: Comparing Singaporean, German, and American Players.
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), p. 456-465. https://doi.org/10.1109/TG.2021.3116077
Beyond Genre: Classifying Virtual Reality Experiences.
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), p. 466-477. https://doi.org/10.1109/TG.2021.3119521
Facial Appearance Dissatisfaction Explains Differences in Zoom Fatigue. CyberPsychology, Behavior, and Social Networking.
Ratan, R., Miller, D.B., Bailension, J.N., (2021). Facial Appearance Dissatisfaction Explains Differences in Zoom Fatigue. CyberPsychology, Behavior, and Social Networking. https://doi.org/10.1089/cyber.2021.0112
Avatar-User Bond as Meta-Cognitive Experience: Explicating Identification and Embodiment as Cognitive Fluency.
Reality Stems From Modality: Stereotype Threat Effects of a STEM Game in Augmented and Virtual Reality.
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. https://doi.org/10.3389/frvir.2021.636643
The (digital) medium of mobility is the message: Examining the influence of e-scooter mobile app perceptions on e-scooter use intent.
Virtual Game Changers: how avatars and virtual coaches influence exergame outcomes through enactive and vicarious learning.
Men Do Not Rule the World of Tanks: Negating the Gender-Performance Gap in a Spatial-Action Game by Controlling for Time Played.
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.
Viral Vitriol: Predictors and Contagion of Online Toxicity in World of Tanks.
Building a Stronger CASA: Extending the Computers Are Social Actors Paradigm.
The Role of Plausibility in the Experience of Spatial Presence in Virtual Environments.
Avatar Characteristics Induce Users’ Behavioral Conformity with Small-to-Medium Effect Sizes: A Meta-Analysis of the Proteus Effect.
When Automobiles Are Avacars: A Self-Other-Utility Approach to Cars and Avatars.
The Voice Makes the Car: Enhancing Autonomous Vehicle Perceptions and Adoption Intention through Voice Agent Gender and Style.
Women Keep it Real: Avatar Gender Choice in League of Legends.
Augmented Versus Virtual Reality in Education: An Exploratory Study Examining Science Knowledge Retention When Using Augmented Reality/Virtual Reality Mobile Applications
The Effects of Gender Role Stereotypes in Digital Learning Games on Motivation for STEM Achievement.
Sentimental Avatars: Gender Identification and Vehicles of Selfhood in Popular Media From Nineteenth-Century Novels to Modern Video Games.
Using a Computer Game to Teach Circuit Concepts.
The effect of behavioral synchrony with black or white virtual agents on outgroup trust.
Are You What Your Avatar Eats? Health-behavior Effects of Avatar-manifested Self-concept.
Validating the Digital Games Motivation Scale for comparative research between countries and sexes.
Do Men Advance Faster Than Women? Debunking the Gender Performance Gap in Two Massively Multiplayer Online Games.
The (De-)evolution of Evolution Games: A Content Analysis of the Representation of Evolution Through Natural Selection in Digital Games.
A psychophysiological examination of avatar self-relevance.
Leveling Up on Stereotype Threat: The role of avatar customization and avatar embodiment.
Stand by your Man: An examination of gender disparity in League of Legends.
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. doi: 10.1177/1555412014567228.
Playing by the Rules: Parental Mediation of Video Game Play.
The Trojan Player Typology: A cross-genre, cross-cultural, behaviorally validated scale of video game play motivations.
Dude, where's my Avacar? A mixed-method examination of communication in the driving context.
S E L E C T E D P E E R - R E V I E W E D P R O C E E D I N G S
Audio Matters Too: How Audial Avatar Customization Enhances Visual Avatar Customization.
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).
The Effects of a Self-Similar Avatar Voice in Educational Games.
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
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.
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
VR: A Programming Game in Virtual Reality.
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.
Virtual Reality Genres: Comparing Preferences in Immersive Experiences and Games.
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
Gender and Genre Differences in Multiplayer Gaming Motivations.
A picture is worth a gagillion words: Enhancing student skills and self-efficacy through a video-based peer review assignment.
Introducing Avatarification: An experimental examination of how avatars influence student motivation.
HCI and autonomous vehicles: contextual experience informs design.
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. In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (pp. 3542-3549). ACM.
Experiencing autonomous vehicles: crossing the boundaries between a drive and a ride.
Ebook Uses and Class Performance In A College Course.