Jaime Banks

Jaime Banks
  • Doctor of Philosophy
  • Professor (Associate) at Syracuse University

About

89
Publications
42,573
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
1,797
Citations
Current institution
Syracuse University
Current position
  • Professor (Associate)
Editor roles

Publications

Publications (89)
Preprint
Full-text available
Shared understanding plays a key role in the effective communication in and performance of human-human interactions. With the increasingly common integration of AI into human contexts, the future of personal and workplace interactions will likely see human-AI interaction (HAII) in which the perception of shared understanding is important. Existing...
Conference Paper
Full-text available
Increasingly communicative and autonomous artificial intelligence (AI) technologies are becoming essential partners in workspaces and changing how people work. However, it is not yet well understood how introducing AI teammates into working contexts may impact how people see themselves-especially as AI imitates human intelligence to perform tasks u...
Article
Full-text available
Despite rapid advancements in robotics, most people still only come into contact with robots via mass media. Consequently, robot-related attitudes are often discussed as the result of habituation and cultivation processes, as they unfold during repeated media exposure. In this paper, we introduce parasocial contact theory to this line of research—...
Chapter
Given that perceived moral status is key to how people accept others, past scholarship has investigated the role of moral agency in human-robot interaction. However, little empirical work attends to dynamics of moral patiency—the extent to which robots are seen as deserving moral consideration. This investigation addresses two questions: (1) What i...
Article
Full-text available
As robots are increasingly integrated into human social spheres, they will be put in situations in which they may be perceived as moral patients—the actual or possible targets of humans’ (im)moral actions by which they may realize some benefit or suffering. However, little is understood about this potential, in part due to a lack of operationalizat...
Article
Full-text available
Social robots are being groomed for human influence, including the implicit and explicit persuasion of humans. Humanlike characteristics are understood to enhance robots’ persuasive impact; however, little is known of how perceptions of two key human capacities—mind and morality—function in robots’ persuasive potential. This experiment tests the po...
Article
Full-text available
As news organizations struggle with issues of public distrust, artificially intelligent (AI) journalists may offer a means to reduce perceptions of hostile media bias through activation of the machine heuristic—a common mental shortcut by which audiences perceive a machine as objective, systematic, and accurate. This report details the results of t...
Article
Full-text available
Increasingly humanlike social robots are praised and critiqued for implementing human social-group cues to facilitate adoption, but potentials for robot race and sex cues to provoke application of human stereotypes are yet unclear. This investigation explored discrete and intersectional stereotyping effects of robot race and sex cues in (1) live en...
Article
Full-text available
Challenge is a key gratification sought in video games, and punishment by character death is often the repercussion for poor performance, requiring players to recover or restart. But some gamers go a step further and opt into games that feature permadeath: the permanent death of a game character with no opportunity to recover that character. These...
Article
Full-text available
Both robots and humans can behave in ways that engender positive and negative evaluations of their behaviors and associated responsibility. However, extant scholarship on the link between agent evaluations and valenced behavior has generally treated moral behavior as a monolithic phenomenon and largely focused on moral deviations. In contrast, cont...
Article
Full-text available
Human–robot collaborations that operate in shared spaces are anticipated to become increasingly common in coming years. Decades of social psychological research have revealed that human observers positively influence people’s performance in dominant and negatively in nondominant tasks. While studies indicate moderate support for social facilitation...
Article
Full-text available
In the face of increasing public distrust for journalistic institutions, stories sourced from artificially intelligent (AI) journalists have the potential to lower hostile media bias by activating the machine heuristic—a mental shortcut assuming machines are more unbiased, systematic, and accurate than are humans. An online experiment targeting iss...
Article
Full-text available
In playing videogames, players often create avatars as extensions of agency into those spaces, where the player-avatar relationship (PAR) both shapes gameplay and is the product of gameplay experiences. Avatars are generally understood as singular bodies; however, we argue they are functional and phenomenological assemblages—networks of social and...
Article
Full-text available
Moral status can be understood along two dimensions: moral agency [capacities to be and do good (or bad)] and moral patiency (extents to which entities are objects of moral concern), where the latter especially has implications for how humans accept or reject machine agents into human social spheres. As there is currently limited understanding of h...
Article
Full-text available
Frames—discursive structures that make dimensions of a situation more or less salient—are understood to influence how people understand novel technologies. As technological agents are increasingly integrated into society, it becomes important to discover how native understandings (i.e., individual frames) of social robots are associated with how th...
Article
This study seeks to advance how intergroup dynamics can help us better understand the relations between humans and robots. Intergroup contact theory states that negative feelings toward an outgroup can be reduced through controlled intergroup contact. This study tests this theory by having study participants interact with either a human (member of...
Article
The connection between player and avatar is central to digital gaming, with identification assumed to be core to this connection. Often, scholarship engages single dimensions of identification, yet emerging perspectives reveal that identification is polythetic (PID) – comprising at least six sufficient (but not necessary) mechanisms. The current st...
Article
Full-text available
Affective disposition theory explains that the perceived morality of characters plays a critical role in the experience of enjoyment, but is challenged by the apparent appeal of morally ambiguous characters (MACs). Therefore, it is important to examine the role of morality in enjoyment and to understand how viewers perceive characters of varying mo...
Chapter
This handbook provides a strong collection of communication- and psychology-based theories and models on media entertainment, which can be used as a knowledge resource for any academic and applied purpose. Its 41 chapters offer explanations of entertainment that audiences find in any kind of ‘old’ and ‘new’ media, from classic novels to VR video ga...
Article
Full-text available
In the last 10 years, many canonical findings in the social sciences appear unreliable. This so-called “replication crisis” has spurred calls for open science practices, which aim to increase the reproducibility, replicability, and generalizability of findings. Communication research is subject to many of the same challenges that have caused low re...
Article
Full-text available
Mentalizing is the process of inferencing others’ mental states and it contributes to an inferential system known as Theory of Mind (ToM)—a system that is critical to human interactions as it facilitates sense-making and the prediction of future behaviors. As technological agents like social robots increasingly exhibit hallmarks of intellectual and...
Article
Full-text available
People often engage human-interaction schemas in human-robot interactions, so notions of prototypicality are useful in examining how interactions’ formal features shape perceptions of social robots. We argue for a typology of three higher-order interaction forms (social, task, play) comprising identifiable-but-variable patterns in agents, content,...
Article
Cues delivered by agents are known to trigger mental shortcuts associated with ontological category or the kind of thing an agent is. Two such heuristics are key to considering organic and machine agents, and result in biased evaluations: the machine heuristic (MH) (if machine, then systematic/unbiased, therefore its products are good) and the natu...
Article
Cues delivered by agents are known to trigger mental shortcuts associated with ontological category, or the kind of thing an agent is. Two such heuristics are key to considering organic and machine agents and result in biased evaluations: the machine heuristic (technology is systematic/unbiased therefore its products are good) and the nature heuris...
Article
Full-text available
Videogames directly involve players as co-creators of on-screen events, and this interactivity is assumed to be a core source of their attraction as a successful entertainment medium. Although interactivity is an inherent property of the videogame, it is variably perceived by the end user—for some users, perceived as a more demanding process, taxin...
Article
Full-text available
From social-network spambots and forensic chatbots to dating simulation games, sexual communication with machines is not uncommon in contemporary culture—however, it remains effectively a black-box phenomenon. There is little empirical research examining how sexual human–machine communication (HMC-S) is experienced, whether it is impactful, or whet...
Article
Full-text available
Invoking Tuan’s cultural–geographic notion of sense of place (SoP), this study examined the potential for video game play to foster a sense of affective familiarity with (emotional connection) and abstract understanding of (place recollection) actual physical locations rendered in digital environments. A total of 556 players of Fallout 76 were aske...
Article
Full-text available
Media influence people's perceptions of reality broadly and of technology in particular. Robot villains and heroes—from Ultron to Wall-E—have been shown to serve a specific cultivation function, shaping people's perceptions of those embodied social technologies, especially when individuals do not have direct experience with them. To date, however,...
Article
Full-text available
Theory of Mind is an inferential system central to human–human communication by which people ascribe mental states to self and other, and then use those deductions to make predictions about others’ behaviors. Despite the likelihood that ToM may also be central to interactions with other types of agents exhibiting similar cues, it is not yet fully k...
Article
Technological and social evolutions have prompted operational, phenomenological, and ontological shifts in communication processes. These shifts, we argue, trigger the need to regard human and machine roles in communication processes in a more egalitarian fashion. Integrating anthropocentric and technocentric perspectives on communication, we propo...
Article
Full-text available
This study investigated how player-avatar interaction (PAX) and player-avatar relationship (PAR) are associated with spatial presence, social presence, and self-presence in video games, and additionally how the associations differ between Chinese and American players. American and Chinese players were recruited to answer a survey king about these v...
Article
Full-text available
Instructors tell stories for pedagogical reasons, but not all classroom stories are necessarily relevant to students and their learning. This study examined how instructors tell stories in ways that students find relevant or irrelevant to their lives. Participants were 388 undergraduate students who responded to an open-ended survey asking them to...
Conference Paper
Full-text available
From keeping robots as in-home helpers to banning their presence or functions, a person's willingness to engage in variably intimate interactions are signals of social distance: the degree of felt understanding of and intimacy with an individual or group that characterizes pre-social and social connections. To date, social distance has been examine...
Article
Popular culture is rich with transmedia storytelling—the adaptation of narrative universes from one medium to another—and although much work has attended to audience uses and gratifications of discrete media, little is known about audience motivations for shifting from one medium to another. This study takes a step toward bridging that gap through...
Article
Communicating with others is a key motivation for playing digital games, but associated gratifications often require the presence of and interaction with other agents that may be inherently demanding. This demand has been characterized as emerging from intersections of implicit or explicit awareness of and implicit or explicit response to the socia...
Article
The connection between player and avatar is understood to be central to the experience and effects of massively multiplayer online (MMO) gaming experiences, and these connections emerge from the interplays of both social and ludic characteristics. The comprehensive social/ludic measure of this player-avatar interaction (PAX), however, features some...
Article
Full-text available
Rationale: Mental and behavioral health recovery includes concepts related not just to symptom improvement, but also to participating in activities that contribute to wellness and a meaningful life. Video game play can relieve stress and provide a way to connect, which may be especially important for military veterans. Objective: We examined how...
Article
Although current social machine technology cannot fully exhibit the hallmarks of human morality or agency, popular culture representations and emerging technology make it increasingly important to examine human interlocutors’ perception of social machines (e.g., digital assistants, chatbots, robots) as moral agents. To facilitate such scholarship,...
Conference Paper
Gamers have increasing access to game designers using a variety of social media outlets, and through this increased exposure can develop parasocial relationships with game designers. These relationships may impact how video game content is experienced. The current study examined specifically whether moral evaluations of a game designer (as manipula...
Article
Massively multiplayer online games (MMOs) often introduce new content and mechanics to increase player retention and enjoyment. Drawing on theories of socioecological risk response, this exploratory study examines players’ in situ responses to these changes by analyzing patterns in public, in-game chat across 3 game expansions. Analysis reveals tha...
Article
Full-text available
Research has established that students often consider the delivery of instructor feedback to be a face-threatening event. To minimize the potential negative effects of feedback, verbal and nonverbal face-threat mitigation (FTM) strategies are utilized by instructors. Advances in digital feedback systems, like online documents and learning managemen...
Article
Full-text available
As immersive digital environments increasingly facilitate social, professional, and playful human interactions, avatars are central to facilitating communication among players; concurrently, evidence points to avatars’ distinct agencies. Synthesizing these perspectives, this article proposes and tests a relational matrix model of interactions in ma...
Article
Despite the increasing convergence of digital, physical, and immaterial dimensions of game characters, little attention has been paid to the role of materiality in how gamers connect with the characters they play. This study evaluated potential differences in character identification and interaction in a gaming context affording various character m...
Article
Full-text available
Identification is understood to be central to player–avatar relations in digital games however, extant literature is fragmented. Scholars tend to either treat discrete features of identification as equivalent to the broader construct or use a rigid, monothetic measurement architecture that potentially excludes some who may actually identify with a...
Poster
Full-text available
INTRODUCTION Despite efforts to transform mental health care for US veterans and service members, veterans continue to suffer from service-related mental health problems and high rates of suicide. Commercial forms of media such as social networking and video games have been shown to have mental health promoting aspects. This study sought insights o...
Article
Tandem advances in mobile technologies and social networks have given rise to app-initiated romantic relationships. Little is understood, however, about the role of the device in this initiation. This experimental study explored the impact of “mere holding” of mobile devices on impressions formed when consuming dating app content. Mere holding (com...
Article
Background. Although the effectiveness of game-based learning (GBL) is well-supported, much less is known about the process underlying it. Nevertheless, developing a mental model that matches the game system, which in turn models a real-world system, is a promising proposed process. Aim. This article explores the first steps in model matching: iden...
Article
Full-text available
Existing scholarship highlights the clinical utility of digital games in reducing stress-related pathologies among military personnel. However, since many servicemembers experience service-related stress but do not meet clinical treatment benchmarks, it is prudent to understand how everyday gameplay may function in self-directed coping associated w...
Article
Advancements in wearable technology have allowed for extradyadic social cues to be inserted directly (albeit conspicuously) into face-to-face interactions. The current study simulated a fictitious “Looking Glass” program that (a) autodetects (via facial recognition) one’s partner and (b) displays that person’s last 12 social media posts on a pair o...
Article
Full-text available
As principal links between players and many gameworlds, avatars are of central importance in understanding human behavior and communication in play. In particular, the connection between player and avatar is understood as influencing a range of cognitive, affective, and behavioral play phenomena. Divergent approaches examine this connection from bo...
Article
Full-text available
Researchers’ appearance and behavior may influence study participants’ thoughts, feelings, and behaviors during in-person data collection. However, investigators in online settings can manage this influence by leveraging platform affordances to craft purposeful, scripted presences. We argue for a revisioning of approaches to researcher presence in...
Article
Full-text available
This article proposes a validated 15-item scale that merges theoretically divergent perspectives on player–avatar relations in extant literature (parasociality as psychological merging and sociality as psychological divergence) to measure player–avatar interaction (PAX). PAX is defined as the perceived social and functional association between an M...
Article
Full-text available
Advances in realistic graphics and artificial intelligence are hallmarks of evolved video games, as environments and characters are made to seem more real. Little is known, however, about whether or not character model changes may impact players’ relationships with familiar avatars, especially since anthropomorphism—the perception of nonhuman objec...
Article
Full-text available
Contemporary culture finds human experience spread across various digital and physical spaces. Although many scholars embrace derivative perspectives of a distributed self—dramaturgical, multiphrenic, networked—these notions are seldom engaged as empirically testable theories. This article proposes a theoretical model to foster such empirical exami...
Article
Full-text available
This article expands on the use of self-determination theory (SDT) as an explanation for enjoyment in video games. Two different types of players with contrasting gameplay styles were examined and compared using the theory: griefers, who enjoy engaging in activities meant to disrupt other players’ game experience, and more community-focused players...
Article
Full-text available
A growing area of video game research considers factors external to games that might predict both observed in-game and physical world decisions. One factor may be an individual's habitual behaviors, such as their physical activity routines. Because the authors tend to automate behaviors that they repeat in stable circumstances or contexts, virtual...
Article
Full-text available
Despite how humans and non-human objects relate in very social ways, the relations between players and their online game avatars are most often examined through conspicuously parasocial lenses. That is, the player-avatar relationship (PAR) is generally seen as one-way and non-dialectical as players think, feel, and acts toward the avatar without co...
Article
Full-text available
Although considerable research has identified patterns in online communication and interaction related to a range of individual characteristics, analyses of age have been limited, especially those that compare age groups. Research that does examine online communication by age largely focuses on linguistic elements. However, social identity approach...
Article
Theories of play assemblages and technological agency have met popular acceptance in game studies. However, current approaches to empirically examining these notions are limited to resource-intensive ethnographies not suitable for many types of enquiries, particularly those focusing on micro-level analyses and the lived experiences of play. This ar...
Article
Full-text available
As players craft and enact identities in digital games, the relationship between player and avatar gender remains unclear. This study examines how 11 in-game chat, movement, and appearance behaviors differed by gender and by men who did and did not use a female avatar – or ‘gender-switchers’. Drawing on social role and feminist theories of gender,...
Article
Full-text available
This paper explores avatar appearance of 206 individuals in the virtual world Second Life. Through analysis of observations, online interviews, and a survey, it uses a symbolic interactionist framework to examine the ways that players use avatars to express group identity, from gender, race, or sexual identity to specific communities such as furrie...
Article
Thesis (M.S.)--Colorado State University, 2004. Includes bibliographical references.

Network

Cited By