Publications

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PEER- REVIEWED MANUSCRIPTS

 

  1. Peña, J. & Hernandez, J. F. (2019). Game perspective-taking effects on willingness to help immigrants: A replication study with a Spanish sample. New Media & Society. DOI: 10.1177/1461444819874472

 

  1. Pan, W., & Peña, J. (2019). Looking down on others to feel good about the self: The exposure effects of online model pictures on men’s self-esteem. Health Communication. https://doi.org/10.1080/10410236.2019.1584780

 

  1. Chen, M., & Peña, J. (2019). The effects of physical poses on risk-taking behavior and signature size after playing with a motion-controlled video game. International Journal of Health & Media Research.

 

  1. Peña, J., Hernandez, J. F., Khan, S., & Cano, A. P. (2018). Game perspective-taking effects on players’ behavioral intention, attitudes, subjective norms, and self-efficacy to help immigrants: The case of “Papers, Please.” Cyberpsychology, Behavior, and Social Networking.

 

  1. Peña, J., Khan, S., Burrows, C., & Blanton, H. (2018). How persuasive are health advertisements in first-person shooter games? Exploring knowledge-activation and thought-disruption mechanisms. Communication Research Reports.

 

  1. Khan, S., & Peña, J. (2017). Playing to beat the blues: Linguistic agency and message causality effects on use of mental health games application. Computers in Human Behavior, 71, 436-443. doi:http://dx.doi.org/10.1016/j.chb.2017.02.024

 

  1. Pan, W., & Peña, J. (2017). The exposure effects of online model pictures and weight-related persuasive messages on women’s attitudes toward weight-loss planned behaviors. Journal of Health Communication. 22, 858-865, https://doi.org/10.1080/10810730.2017.1367339

 

  1. Peña, J., Ghaznavi, J., Brody, N., Prada, R., Martinho, C., Santos, P. A., Damas, H., & Dimas, J. (2017). Effects of human vs. computer-controlled characters and social identity cues on enjoyment. Journal of Media Psychology, 0(0), 1-13. doi:10.1027/1864-1105/a000218

 

  1. Peña, J., & Chen, M. (2017). With great power comes great responsibility: Superhero primes and expansive poses influence prosocial behavior after a motion-controlled game task. Computers in Human Behavior, 76, 378-385.

 

  1. Peña, J., & Chen, M. (2017). Playing with power: Power poses affect enjoyment, presence, controller responsiveness, and arousal when playing natural motion-controlled video games. Computers in Human Behavior, 71, 428-435.

 

  1. Peña, J., & Pan, W. (2016). Words of advice: Exposure to website model pictures and online persuasive messages affects the linguistic content and style of women’s weight-related social support messages. Computers in Human Behavior, 63, 208-217.

 

  1. Peña, J., Khan, S., & Alexopoulos, C. (2016). I am what I see: How avatar weight affects physical activity among male gamers. Journal of Computer-Mediated Communication, 21, 195-209.

 

  1. Peña, J., & Brody, N. (2016). Increasing cognitive readiness through computer and videogame-based training. Communication Research, 43, 571-592.

 

  1. Brody, N., & Peña, J. (2015). Equity, relational maintenance, and linguistic features of text messaging. Computers in Human Behavior, 49, 499-506.

 

  1. Yoo, S.-C., Peña, J., & Drumwright, M. (2015). Virtual shopping and unconscious persuasion: The priming effects of avatar age and consumers’ age discrimination on purchasing and prosocial behaviors. Computers in Human Behavior, 48, 62-71.

 

  1. Yilmaz, G., & Peña, J. (2015). How do interpersonal behaviors and social categories affect language use? The case of virtual teams. Communication Quarterly, 63, 427-443.

 

  1. Peña, J., & Kim, E. (2014). The influence of self and opponent avatar weight on physical activity among female gamers, Computers in Human Behavior, 41, 262-267.

 

  1. Peña, J., & Yoo, S.-C. (2014). Under pressure: Avatar appearance and cognitive load effects on persuasion, trust, bargaining, and interpersonal distance in a virtual store. PRESENCE: Teleoperators and Virtual Environments, 23, 18-32.

 

  1. Yilmaz, G., & Peña, J. (2014). The influence of social categories and interpersonal behaviors on future intentions and attitudes to form subgroups in virtual teams. Communication Research, 41, 333-352.

 

  1. Peña, J., & Brody, N. (2014). Intentions to hide and unfriend Facebook connections based on perceptions of sender attractiveness and status updates. Computers in Human Behavior, 31, 143-150.

 

  1. Peña, J., & Blackburn, K. (2013). The priming effects of virtual environments on interpersonal perceptions and behaviors. Journal of Communication, 63, 703-720.

 

  1. Baptista, M., Damas, H., Dimas, J., Raimundo, G., Prada, R., Martinho, C., Santos, P., & Peña, J. (2013). A serious game based on a public goods experiment. International IEEE Conference on Social Computing (SocialCom), 774-781.

 

  1. Peña, J., McGlone, M., & Sanchez, J. (2012). The automatic effects of avatar appearance and role labels in a spontaneous language use task. Journal of Virtual Worlds Research, 5, 1-16, http://journals.tdl.org/jvwr/index.php/jvwr/article/view/6280

 

  1. Peña, J. (2011). Integrating the influence of perceiving and operating avatars under the automaticity model of priming effects. Communication Theory, 21, 150-168.

 

  1. Prada, R., Raimundo, G., Dimas, J., Martinho, C., Peña, J., Baptista, J., Santos, P. A., & Ribeiro, L. L. (2011). The role of social identity, rationality, and anticipation in believable agents. In Proceedings of the 11th International Conference on Autonomous Agents and Multiagent systems (AAMAS ‘12), 3, 1175-1176.

 

  1. Yoo, S.-C., & Peña, J. (2011). Does violence in video games impair in-game advertisement effectiveness? The impact of game context on brand recall, brand attitude, and purchase intention. CyberPsychology, Behavior, & Social Networking, 14, 439-446.

 

  1. Lin, J.-S., & Peña, J. (2011). Are you following me? A content analysis of TV networks’ brand communication on Twitter. Journal of Interactive Advertising, 12, 1, http://jiad.org/article150

 

  1. McNamee, L., Peterson, B., & Peña, J. (2010). Teaching, invoking, indicting, and advocating: Understanding the communication of hate groups’ websites. Communication Monographs, 77, 288-311.

 

  1. Merola, N. A., & Peña, J. (2010). The effects of avatar appearance in virtual worlds. Journal of Virtual Worlds Research 2, 5, https://journals.tdl.org/jvwr/article/view/843

 

  1. Jin, B., & Peña, J. (2010). Mobile communication in romantic relationships: Mobile phone use, relational uncertainty, love, commitment, and attachment styles. Communication Reports, 23, 39-51.

 

  1. Peña, J., & Hancock, J. T., & Merola, N. A. (2009). The priming effects of avatars in virtual settings. Communication Research, 36, 838-856.

 

  1. Peña, J., Walther, J. B., & Hancock, J. T. (2007). Effects of geographic distribution on dominance perceptions in computer-mediated groups. Communication Research, 34, 313-331.

 

  1. Peña, J., & Hancock, J. T. (2006). An analysis of socioemotional and task-oriented communication in an online multiplayer video game. Communication Research, 33, 92-109.

 

  1. Nastri J. A., Peña, J., & Hancock, J. T. (2006). The construction of away messages in instant messenger: A speech act analysis. Journal of Computer-Mediated Communication, 11, 1025-1045.

 

  1. Moyano, E., Peña, J., & Rubinstein, C. (2004). Primary prevention of the traffic accidents in Chile: Driver training and road safety campaigns. Revista Mexicana de Psicología, 20, 127-140. (In Spanish)

 

  1. Conejera, M., Donoso, D., Moyano, E., Peña, J., & Saavedra, F. (2003). Persuasive communication and attitude change toward road safety among pedestrians. Revista Latinoamericana de Psicología, 35, 77-90. (In Spanish)

 

BOOK CHAPTERS

  1. Peña, J., Li, B. J., & Ratan, R. (in press). Digital embodiment and improving health outcomes: Healthy avatars make for healthy people. In J. Kim & H. Song (Eds.), New technology for health-related cognitive and behavioral change. Elsevier.

  1. Khan, S., & Peña, J. (in press). Using persuasive messages to increase engagement with mental health video game apps. In J. Kim & H. Song (Eds.), New technology for health-related cognitive and behavioral change. Elsevier.

7. Peña, J. (2018). A communication model of social demands in video games. In N. Bowman (Ed.), Video games: A medium that demands our attention, (pp. 126-145). Routledge.

6. Falin, J. & Peña, J. (2017). Shape & size: The body electric. In J. Banks (Ed.), Avatar, assembled: The social and technical anatomy of digital bodies, (pp. 23-32). Peter Lang.

  1. Peña, J. (2016). Online gaming. In C. Berger & M. Roloff (Eds.), International encyclopedia of interpersonal communication. Wiley-Blackwell.

 

  1. Walther, J. B., Van Der Heide, B., Ramirez, A. Jr., Burgoon, J. K., & Peña, J. (2015). Interpersonal and hyperpersonal aspects of computer-mediated communication. In S. S. Sundar (Ed.), The handbook of psychology and communication technology (pp. 3-22). West Sussex, England: Wiley-Blackwell.

 

  1. Brody, N., & Peña, J. (2012). Face threatening messages and attraction in social networking sites: Reconciling strategic self- presentation with negative online perceptions. In C. Cunningham (Ed.), Social networking and impression-management: Self-presentation in the digital age (pp. 205-226). Rowan: Lexington.

 

  1. Shapiro, M. A., & Peña, J. (2009). Generalizability and validity in video game research. In U. Ritterfeld, M. J. Cody, & P. Vorderer (Eds.), Serious games: Mechanisms and effects (pp. 389-403). Mahwah, NJ: Lawrence Erlbaum.

 

  1. Shapiro, M. A., Peña, J., & Hancock, J. T. (2006). Realism, imagination, and narrative video games. In P. Vorderer & J. Bryant (Eds.), Playing computer games: Motives, responses, and consequences (pp. 275-289). Mahwah, NJ: Erlbaum.