Building a stronger CASA: Extending the computers are social actors paradigm A Gambino, J Fox, RA Ratan Human-Machine Communication 1, 71-85, 2020 | 326 | 2020 |
Augmented versus virtual reality in education: An exploratory study examining science knowledge retention when using augmented reality/virtual reality mobile applications KT Huang, C Ball, J Francis, R Ratan, J Boumis, J Fordham Cyberpsychology, Behavior, and Social Networking 22 (2), 105-110, 2019 | 317 | 2019 |
Classifying serious games RA Ratan, U Ritterfeld Serious games, 32-46, 2009 | 314 | 2009 |
Stand by Your Man: An Examination of Gender Disparity in League of Legends RA Ratan, N Taylor, J Hogan, T Kennedy, D Williams Games and culture 10 (5), 438-462, 2015 | 228 | 2015 |
As real as real? Macroeconomic behavior in a large-scale virtual world E Castronova, D Williams, C Shen, R Ratan, L Xiong, Y Huang, B Keegan New Media & Society 11 (5), 685-707, 2009 | 227 | 2009 |
A content analysis of female body imagery in video games N Martins, DC Williams, K Harrison, RA Ratan Sex roles 61, 824-836, 2009 | 223 | 2009 |
Avatar characteristics induce users’ behavioral conformity with small-to-medium effect sizes: a meta-analysis of the proteus effect R Ratan, D Beyea, BJ Li, L Graciano Media Psychology 23 (5), 651-675, 2020 | 216 | 2020 |
The Trojan Player Typology: A cross-genre, cross-cultural, behaviorally validated scale of video game play motivations AS Kahn, C Shen, L Lu, RA Ratan, S Coary, J Hou, J Meng, J Osborn, ... Computers in Human Behavior 49, 354-361, 2015 | 206 | 2015 |
Do men advance faster than women? Debunking the gender performance gap in two massively multiplayer online games C Shen, R Ratan, YD Cai, A Leavitt Journal of Computer-Mediated Communication 21 (4), 312-329, 2016 | 161 | 2016 |
Leveling up on stereotype threat: The role of avatar customization and avatar embodiment R Ratan, YJ Sah Computers in Human Behavior 50, 367-374, 2015 | 138 | 2015 |
Self-presence, explicated: Body, emotion, and identity extension into the virtual self R Ratan Handbook of research on technoself: Identity in a technological society, 322-336, 2013 | 131 | 2013 |
Why we distort in self-report: Predictors of self-report errors in video game play AS Kahn, R Ratan, D Williams Journal of Computer-Mediated Communication 19 (4), 1010-1023, 2014 | 123 | 2014 |
When Mii is me: A psychophysiological examination of avatar self-relevance RA Ratan, M Dawson Communication Research 43 (8), 1065-1093, 2016 | 120 | 2016 |
Schmoozing and smiting: Trust, social institutions, and communication patterns in an MMOG RA Ratan, JE Chung, C Shen, D Williams, MS Poole Journal of Computer-Mediated Communication 16 (1), 93-114, 2010 | 112 | 2010 |
Virtual muscularity: A content analysis of male video game characters N Martins, DC Williams, RA Ratan, K Harrison Body image 8 (1), 43-51, 2011 | 102 | 2011 |
Facial appearance dissatisfaction explains differences in zoom fatigue R Ratan, DB Miller, JN Bailenson Cyberpsychology, Behavior, and Social Networking 25 (2), 124-129, 2022 | 90 | 2022 |
Exploring self-presence in collaborative virtual teams. R Ratan, BS Hasler PsychNology Journal 8 (1), 2010 | 77 | 2010 |
Viral vitriol: Predictors and contagion of online toxicity in World of Tanks C Shen, Q Sun, T Kim, G Wolff, R Ratan, D Williams Computers in Human Behavior 108, 106343, 2020 | 76 | 2020 |
Playing by the rules: Parental mediation of video game play N Martins, NL Matthews, RA Ratan Journal of Family Issues 38 (9), 1215-1238, 2017 | 73 | 2017 |
Self-presence standardized: Introducing the self-presence questionnaire (SPQ) RA Ratan, B Hasler Proceedings of the 12th annual international workshop on presence 81, 2009 | 61 | 2009 |