
David BeyeaUniversity of Wisconsin–Whitewater | UWW · Department of Communication
David Beyea
Doctor of Philosophy
About
15
Publications
4,984
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354
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Introduction
Additional affiliations
August 2019 - present
Education
August 2014 - June 2019
August 2012 - May 2014
August 1995 - May 1999
Publications
Publications (15)
Impression management is a crucial tactic within the workplace milieu. This study establishes a connection between impression management and the negative self-evaluation stemming from heightened self-monitoring during virtual meetings (VM), which manifests in the form of Zoom (VM) fatigue. We conducted a cross-sectional survey, by recruiting 2,448...
The art of Internet Research is always developing, while also firmly rooted in the theoretical frameworks of the past. As technologies have evolved over time, new ways of interacting have become pervasive, and with them, a need for a different means of analyzing such interactions. Through all of this change, internet researchers have discussed and...
Even as they become ubiquitous in everyday life, virtual meeting (VM) platforms (e.g., Zoom, Microsoft Teams) are fraught with user complaints ranging from technical issues like lagging video to “Zoom Fatigue” from long periods on camera (Bailenson 2021). By rushing to scale software distribution after COVID-19 lockdowns, providers fixated on desig...
The present study examines why some studies of the Proteus effect, the phenomenon that people tend to conform behaviorally and attitudinally to their avatars' identity characteristics, facilitate the phenomenon more effectively than others. A previous meta-analysis of the Proteus effect (Ratan et al., 2020a) failed to examine potentially notable mo...
Although virtual reality (VR) shares common features with video games, it offers different experiences for users based on the mediums unique affordances. Still, there is no cohesive classification system for commercial VR applications. To account for this deficiency, the paper presents an exploratory comparative analysis of titles from the Steam di...
Dubbed the Proteus effect, research has shown that avatars influence user behavior in virtual reality and video game environments (Yee & Bailenson, 2007, 2009); however, does this same effect occur in the less dynamic but more prevalent traditional computer-mediated communication (CMC)? As CMC evolves to allow user avatars, the question of its infl...
Even though virtual reality (VR) shares features with video games, it offers a wider range of experiences. There is currently no cohesive classification for commercial VR offerings. As a first step to account for this deficiency, the work in progress considers the relationship between game genres and users' ratings and downloads of VR experiences....
Social media present prime opportunities for commercial brands to promote their products. Some user-generated comments, however, hamper brands’ promotion efforts with fake claims. The literature on warranting theory suggests that if a company controls the dissemination of user-generated comments of its products, it may backfire against the company...
Over a decade of research on the Proteus effect in numerous contexts suggests that people conform in behavior and attitudes to their avatars’ characteristics. In order to provide clarity about the reliability and size of the Proteus effect, a meta-analysis was conducted with 46 quantitative experimental studies in which avatars with specific charac...
This study aims to apply the concept of affordances (J. Gibson, 1979)to the context of immersive virtual reality (VR). As a first step, this study investigates users' visual orienting and exploratory behaviors while they navigate a virtual house indexed by their gaze on virtual objects, viewing time, and time spent in different rooms in the environ...