
Jérôme Guegan- Ph.D
- Professor (Assistant) at Université Paris Cité
Jérôme Guegan
- Ph.D
- Professor (Assistant) at Université Paris Cité
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47
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Introduction
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Position
- Professor (Assistant)
Publications
Publications (47)
This article investigates the ways in which players of massively multiplayer online role-playing games (MMORPGs) internalize being a player into their self-concept. In accordance with the social identity framework, we assume that being a player and being a member of a guild within the game can both shape the social identity of members. In two studi...
This research concerns the influence of dominant/dominated asymmetries in the perceptual structure of social categories in computer-mediated communication (CMC). We explore the connection between the cognitive effects described by the social identity model of deindividuation effects (SIDE) and the impact on perceptions of the asymmetrical status th...
This research draws on the social identity approach to investigate group performance in face-to-face and virtual brainstorming settings. In particular, we display Social Identity Cues (SIC) on participants or on avatars to foster group membership. We compare four conditions in a factorial design: Brainstorming in Face-to-face or Virtual setting, Wi...
The growth of Internet allowed the emergence of new spaces of exchanges and social interaction between remote individuals. These new modalities of social interactions led the researchers, in the framework of Computer-Mediated Communication (CMC), to re-question the classical models and results observed from the face-to-face contacts. Through critic...
An important challenge today is to support creativity while enabling geographically distant people to work together. In line with the componential theory of creativity, self-perception theory and recent research on the Proteus Effect, we investigate how avatars, which are virtual representations of the self, may be a medium for stimulating creativi...
Background
This study took place at the height of the fifth wave of COVID-19 in France, coinciding with stigmatizing communication toward the unvaccinated. We hypothesized that adherence to this communication would facilitate or inhibit the effects of priming on vaccination intention, depending on whether the priming included a dimension of connect...
Avatars are virtual characters that now belong to the popular culture around video games, social networks, and digital applications in general. However, using an avatar may not be as insignificant as it seems, because avatars, by providing us with a fresh new appearance, may impact the very perception of our own identity. The aim of this entry is t...
A widely held belief in organizations is that small groups represent an ideal configuration for idea generation, in spite of much experimental evidence demonstrating a production loss effect. In this chapter, we review the main causes of this effect and argue that such studies provide an imperfect view of creative collaboration, because participant...
This paper provides a description of IdeAM Running Quiz, a learning game aiming at enhancing Additive Manufacturing (AM) opportunities learning. Firstly, a review of the literature on the Design and Additive Manufacturing methodologies and the educational effectiveness of learning games is presented. Then, the steps involved in the design of IdeAM...
This book focuses on creativity and showcases a specific approach to creativity. It uses a new 7 C’s basis for understanding creativity (creators, creating, cooperation, context, creations, consumption, and curricula). This new approach to creativity is an extension of the 4 ‘P’ approach (person, process, press, and product) which has dominated the...
This paper explores the recent advances in research concerning the impact of immersive virtual environments affordances on the expression of users' creativity at individual and team levels. While the top virtual reality (VR) application areas are entertainment and gaming, simulation and training for professionals, research in the domain of the psyc...
Introduction
In France, despite fear-based communication by the authorities and the media, vaccination against COVID-19 has received little support from the population. For a young population often convinced that severe forms of the disease affect older people, we hypothesized that communication based on the idea of love would be more effective tha...
Design rules are an essential interface to facilitate the information exchange between designers and experts. Despite many innovations in Knowledge-Based Engineering and Knowledge Management, unstructured design rules documents are still widely used in the manufacturing industry. Due to the complexity of the design process, these documents often co...
Gamification can be seen as the intentional use of game design elements in non-game tasks, in order to produce psychological outcomes likely to influence behaviour and/or performance. In this respect, we hypothesize that gamification would produce measurable effects on user performance, that this positive impact would be mediated by specific motiva...
Although diverse European policy initiatives have been developed to integrate young NEETs – “Not in Employment, Education or Training”, it is particularly relevant to question how NEETs are perceived by their counterparts who are actively engaged in society. For this reason, we aimed to examine the Social Representations (SRs) of NEETs in France, u...
Additive manufacturing (AM) brings new design potential compared with traditional manufacturing. Nevertheless, traditional manufacturing knowledge remains embedded in the minds of designers and is a real cognitive barrier to design in AM. Design for Additive Manufacturing (DfAM) provides tools, techniques, and guidelines to optimize design with the...
S’orienter au 21ème siècle relève de nouveaux enjeux à la fois individuels et sociétaux. Selon la directive du 21 novembre 2008 du Conseil de l’Union Européenne, il s’agit d’un « processus continu qui permet aux citoyen·ne·s, à tout âge et tout au long de leur vie, de déterminer leurs capacités, leurs compétences et leurs intérêts, de prendre des d...
Several experimental studies in recent years have shown an effect of the appearance of embodied avatars in a digital environment on subsequent behaviors in unrelated context. However, such studies often focus exclusively on the appearance of avatars, and do not consider the nature of the behavior carried out in-game. This article presents an experi...
The present research examined to what extent virtual reality was an effective tool to induce a complex, positive, other-oriented emotion: gratitude. We hypothesized that receiving the help of a virtual benefactor should generate a feeling of gratitude, but also social benefits. In two studies, we showed that this virtual social interaction induced...
Computers have long been seen as possible tools to foster creativity in children. In this respect, virtual environments present an interesting potential to support idea generation but also to steer it in relevant directions. A total of 96 school-aged children completed a standard divergent thinking task while being exposed to one of three virtual e...
The Yellow Vests (YV) movement stands out because of its length and its unusual violent outbursts. This paper aims to better understand the emotional path underlying YVs’ intention to engage in more or less radical collective action. To this end, we opposed two models: one based on Becker and Tausch’s (2015) model of engagement in collective action...
The industry has quickly realized the importance of bringing creativity into product design. The industrial context requires robust and efficient methods and tools to access untapped sources of ideas.
Following the growing body of scientific literature dedicated to the effects of virtual tools and environments on creative processes, we were interested in examining how professional creativity facilitators perceive these technologies and the extent to which they might support their dissemination. To this end, we conducted a workshop with 19 profes...
Qu’est-ce que la psychologie sociale ? Comment peut-elle nous aider à comprendre les interactions entre les personnes ? Comment fonctionne l’effet de groupe ? Qu’est-ce que l’influence sociale, l’identité ou les phénomènes culturels? Autant de questions qui se posent au quotidien sans que nous les percevions nécessairement mais qui influencent nos...
Avatars are known to influence behaviour through their individual identity cues (Proteus effect) and through their shared identity cues (Social identity effect). The aim of this study was to investigate these two processes in a crossed design, in order to examine their interaction in the context of a brainstorming task. To activate the Proteus effe...
Flow is a well-known concept in the fields of positive and applied psychology. Examination of a large body of flow literature suggests there is a need for a conceptual model rooted in a cognitive approach to explain how this psychological phenomenon works. In this paper, we propose the Flow Engine Framework, a theoretical model explaining dynamic i...
Several disciplines have investigated the interconnected empathic abilities behind the proverb “to walk a mile in someone else’s shoes” to determine how the presence, and absence, of empathy-related phenomena affect prosocial behavior and intergroup relations. Empathy enables us to learn from others’ pain and to know when to offer support. Similarl...
This chapter presents ongoing research dedicated to augmenting creativity through innovative technologies. Our hypotheses draw on the pros and cons of the brainstorming paradigm to strengthen the former and overcome the latter. The main efficiency factors we are trying to support are Cognitive stimulation, Social comparison, and Group facilitation,...
Because of the range of design possibilities they provide, virtual environments have a promising potential to support creative work. This paper presents an experiment which explores the effects of contextual cues, provided in a virtual environment, on performance in a creative task. One hundred and thirty-five participants completed a classical cre...
À travers l’analyse des conceptions récentes et des théories classiques en psychologie, cette revue de question vise à fournir des éléments permettant de mieux comprendre l’influence que les personnages virtuels peuvent exercer sur les comportements et les attitudes des utilisateurs dans les environnements virtuels. Pour ce faire, cet article abord...
To face innovation challenges of the twenty-first century, companies should learn from proven successful strategies and draw on technological evolutions as well. Our proposal consists in aligning ideation to innovation strategies through the use of avatars in a virtual world. On the basis of the Persona method and the Proteus effect, we design avat...
Nous présentons dans cet article deux expérimentations visant à tester l'impact des technologies collaboratives sur l'efficacité de la méthode des Personas. Dans une première expérimentation, 24 concepteurs ont utilisé la méthode des Personas pour anticiper les besoins utilisateurs relatifs à la conception d'un objet communicant. Ces participants é...
Three experiments were conducted in field settings. It was hypothesized that luxury stores may act as environmental reminders of materialism and that helpfulness would vary according to the presence or absence of such cues. Study 1 (N = 80) indicated that consumers coming out of famous brand stores displayed less helpfulness, as compared to mere pa...
A field experiment was conducted (N = 216) to test the sequential
priming of love as a compliance-gaining technique. Employees of the
Parisian metro were asked for an undue late note by a female confederate. A sequential design was used. First, the request for a late note was made together with an implicit priming of love, i.e., stating that the re...
A challenge today is to create favorable conditions for creativity while enabling geographically distant people to work together. In this context, we study the virtual and digital self representation (i.e., avatar) as a medium for stimulating creativity, in line with the Proteus effect. This paper proposes a methodology for designing, evaluating an...
RESUME Nous nous intéressons dans cet article à la possibilité d'améliorer le processus de conception innovante grâce au caractère ludique des méthodes et outils utilisés par l'équipe projet. Pour cela, nous avons testé dans le cadre d'un projet industriel l'utilisation d'une méthode reconnue comme ludique, la méthode des Personas, sur un support t...
Research in the field of masking sensitive opinions suggests that when respondents are interviewed in a conventional manner, some socially undesirable opinions may be masked. However, the validity of these studies can be questioned. The present research proposes to introduce a new method using anonymous online survey to mitigate the effects of mask...
Les travaux dans le domaine du masquage d’opinions sensibles suggèrent que les répondants interrogés de façon classique masqueraient certaines opinions socialement indésirables. Cependant, la validité écologique de ces études reste mitigée. La présente recherche se propose d’introduire une nouvelle méthode mobilisant les spécificités de l’enquête e...
L’objectif de cette recherche est d’examiner dans une approche quasi-expérimentale si les communications médiatisées par ordinateur (CMO) affectent de manière asymétrique les perceptions des groupes de genre selon les contextes dans lesquels elles se déroulent, anonyme ou visible. Dans le champ de la psychologie sociale de l’Internet, et plus spéci...