Nick Yee
#25,150
Most Influential Person Now
American media scholar
Nick Yee's AcademicInfluence.com Rankings
Nick Yeephilosophy Degrees
Philosophy
#10544
World Rank
#14457
Historical Rank
#1958
USA Rank
Logic
#7410
World Rank
#9158
Historical Rank
#1119
USA Rank
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Philosophy
Nick Yee's Degrees
- PhD Communication Stanford University
Why Is Nick Yee Influential?
(Suggest an Edit or Addition)According to Wikipedia, Nick Yee is an American researcher who studies self-representation and social interaction in virtual environments. Biography Yee earned his bachelor's degree in psychology from Haverford College and received his Ph.D. in communication from Stanford University in 2007. He was a researcher at the Palo Alto Research Center in California from 2005 to 2012.
Nick Yee's Published Works
Published Works
- Motivations for Play in Online Games (2006) (2535)
- The Proteus Effect: The Effect of Transformed Self-Representation on Behavior (2007) (1381)
- The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments (2006) (1271)
- "Alone together?": exploring the social dynamics of massively multiplayer online games (2006) (776)
- The Unbearable Likeness of Being Digital: The Persistence of Nonverbal Social Norms in Online Virtual Environments (2007) (670)
- Who plays, how much, and why? Debunking the stereotypical gamer profile (2008) (643)
- The Use of Immersive Virtual Reality in the Learning Sciences: Digital Transformations of Teachers, Students, and Social Context (2008) (426)
- Problematic Internet use and psychosocial well-being among MMO players (2009) (408)
- Body and mind: a study of avatar personalization in three virtual worlds (2009) (398)
- The Digital Workforce and the Workplace of the Future (2016) (395)
- Digital Chameleons (2005) (358)
- The Proteus Effect (2009) (338)
- The Effect of Behavioral Realism and Form Realism of Real-Time Avatar Faces on Verbal Disclosure, Nonverbal Disclosure, Emotion Recognition, and Copresence in Dyadic Interaction (2006) (329)
- Looking for Gender: Gender Roles and Behaviors Among Online Gamers (2009) (323)
- The life and death of online gaming communities: a look at guilds in world of warcraft (2007) (314)
- Implications of Transformed Digital Self-Representation on Online and Offline Behavior (2009) (310)
- From Tree House to Barracks (2006) (301)
- The Labor of Fun (2006) (256)
- A meta-analysis of the impact of the inclusion and realism of human-like faces on user experiences in interfaces (2007) (225)
- Online gaming motivations scale: development and validation (2012) (218)
- Building an MMO With Mass Appeal (2006) (213)
- Virtual Interpersonal Touch: Expressing and Recognizing Emotions Through Haptic Devices (2007) (212)
- Facial Similarity Between Voters and Candidates Causes Influence (2008) (177)
- Introverted elves & conscientious gnomes: the expression of personality in world of warcraft (2011) (159)
- The psychology of massively multi-user online role-playing games: Motivations (2005) (150)
- Walk A Mile in Digital Shoes : The Impact of Embodied Perspective-Taking on The Reduction of Negative Stereotyping in Immersive Virtual Environments (2006) (147)
- Effects of content and time of delivery on receptivity to mobile interruptions (2010) (142)
- The Psychology of Massively Multi-User Online Role-Playing Games : Motivations , Emotional Investment , Relationships and Problematic Usage by (2005) (141)
- The Difference Between Being and Seeing: The Relative Contribution of Self-Perception and Priming to Behavioral Changes via Digital Self-Representation (2009) (132)
- The Labor of Fun: How Video Games Blur the Boundaries of Work and Play (2006) (126)
- Motivations of Play in MMORPGs (2005) (125)
- The Proteus Paradox: How Online Games and Virtual Worlds Change Us—And How They Don't (2014) (124)
- Maps of Digital Desires : Exploring the Topography of Gender and Play in Online Games (2008) (116)
- A Longitudinal Study of Task Performance, Head Movements, Subjective Report, Simulator Sickness, and Transformed Social Interaction in Collaborative Virtual Environments (2006) (112)
- Do men heal more when in drag?: conflicting identity cues between user and avatar (2011) (109)
- Virtual interpersonal touch: Haptic interaction and copresence in collaborative virtual environments (2008) (97)
- Human group formation in online guilds and offline gangs driven by a common team dynamic. (2008) (92)
- The Expression of Personality in Virtual Worlds (2011) (91)
- Transformed Facial Similarity as a Political Cue: A Preliminary Investigation (2006) (87)
- If you build it they might stay: retention mechanisms in World of Warcraft (2011) (84)
- Transformed social interaction in mediated interpersonal communication (2008) (81)
- Detecting digital chameleons (2008) (72)
- The Evolution of Social Behavior over Time in Second Life (2009) (64)
- The Gamer Motivation Profile: What We Learned From 250,000 Gamers (2016) (58)
- A Method for Longitudinal Behavioral Data Collection in Second Life (2008) (51)
- Virtual Interpersonal Touch and Digital Chameleons (2007) (46)
- A new look at World of Warcraft's social landscape (2011) (38)
- Befriending Ogres and Wood-Elves: Relationship Formation and The Social Architecture of Norrath (2009) (35)
- Through the azerothian looking glass: mapping in-game preferences to real world demographics (2012) (34)
- The "lonely gamer" revisited (2014) (31)
- Inferring personality of online gamers by fusing multiple-view predictions (2012) (23)
- THE TYRANNY OF EMBODIMENT (2008) (22)
- Retention and progression: Seven months in World of Warcraft (2014) (14)
- Changing the Rules: Social Architectures in Virtual Worlds (2010) (12)
- Data Collection in Massively Multiplayer Online Games: Methods, Analytic Obstacles, and Case Studies (2013) (12)
- 10,000 gold for 20 dollars: an exploratory study of World of Warcraft gold buyers (2012) (12)
- Variation in importance of time-on-task with familiarity with mobile phone models (2011) (11)
- The Best of Both (Virtual) Worlds: Using Ethnography and Computational Tools to Study Online Behavior (2010) (11)
- The Proteus Paradox (2017) (10)
- - 1-Mobile Microwaiting Moments : The Role of Context in Receptivity to Content While on the Go (2010) (9)
- Empirical Comparison of Task Completion Time between Mobile Phone Models with Matched Interaction Sequences (2009) (7)
- Ducheneaut Self-Representation on Online and Offline Behavior The Proteus Effect : Implications of Transformed Digital (2011) (6)
- Psychology in Communication Processes (2008) (3)
- Demographic Profiling from MMOG Gameplay (2011) (3)
- Facial Similarity 1 Facial Similarity between Voters and Candidates Causes Social Influence (2008) (3)
- How Video Games Blur the Boundaries of Work and Play (2006) (3)
- Gamer motivation profiling: uses and applications (2018) (2)
- Virtual Worlds Round Table (2009) (1)
- Business Intelligence in World of Warcraft (2012) (1)
- Author ' s personal copy Detecting digital chameleons (2007) (0)
- The Influence of Informed Science Fiction on Virtual Reality Research (2008) (0)
- Detecting Digital Chameleons 1 Detecting Digital Chameleons (2007) (0)
- A View from Computer Science (2013) (0)
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