Ratan, R., Beyea, D., Li, B., Graciano, L (2019). Avatar Characteristics Induce Users’ Behavioral Conformity with Small-to-Medium Effect Sizes: A Meta-Analysis of the Proteus Effect. Media Psychology. 

 

Ratan, R. (2019). When Automobiles Are Avacars: A Self-Other-Utility Approach to Cars and Avatars. International Journal of Communication, 13. 

 

Lee, S., Ratan, R., Park, T., (2019). The Voice Makes the Car: Enhancing Autonomous Vehicle Perceptions and Adoption Intention through Voice Agent Gender and Style. Multimodal Technologies and Interaction, 3(1), 20. doi:10.3390/mti3010020

 

Ratan, R., Fordham, J. Leith, A. & Williams, D. (2019). Women Keep it Real: Avatar Gender Choice in League of Legends. CyberPsychology and Behavior.

 

Kortemeyer, G., Anderson, D., Desrochers, A., Hackbardt, A., Hoekstra, K., Holt, A., Iftekhar A., Kabaker, T., Keller, N., Korzecke Z., Gogonis, A., Manson, Q., McNeill, G., Mookerjee D., Nguyen, S., Person, B., Stafford M., Takamoribraganca, L., Yu, Z., Zeng, F.,  & Ratan, R. (2019). Using a Computer Game to Teach Circuit Concepts. European Journal of Physics.

 

Huang, K.T, Ball, C., Francis, J., Ratan, R., Boumis, J. and Fordham, J. (2019). Augmented Versus Virtual Reality in Education: An Exploratory Study Examining Science Knowledge Retention When Using Augmented Reality/Virtual Reality Mobile Applications. CyberPsychology and Behavior, 22(2), 105-110. 

 

Tamborini, R., Novotny, E., Prabhu, S., Hofer, M., Bente, G., Grall, C., Klebig, B., Hahn, L., Slaker, J., Ratan, R. (2018). The effect of behavioral synchrony with black or white virtual agents on outgroup trust. Computers in Human Behavior, 83, 176-183.

 

Sah, Y.J., Ratan, R., Tsai, H.S., Peng, W., & Sarinopoulos, I. (2016). Are You What Your Avatar Eats? Health-behavior Effects of Avatar-manifested Self-concept. Media Psychology, 20(4), 632-657. doi: 10.1080/15213269.2016.1234397.  

 

De Grove, F., Breuer, J., Chen, V.H.H., Quandt, T., Ratan, R., & Van Looy, J. (2016). Validating the Digital Games Motivation Scale for comparative research between countries and sexes. Communication Research Reports, 34(1), 37-47.

 

Shen, C., Ratan, R., Leavitt, A., & Cai, Y. D. (2016). Do Men Advance Faster Than Women? Debunking the Gender Performance Gap in Two Massively Multiplayer Online Games. Journal of Computer-Mediated Communication, 21(4), 312-329. doi: 10.1111/jcc4.12159. 

 

Leith, A., Ratan, R., & Wohn, D. Y., (2016). The (De-)evolution of Evolution Games: A Content Analysis of the Representation of Evolution Through Natural Selection in Digital Games. Journal of Science Education and Technology, 24(4), 655-664. doi 10.1007/s10956-016-9620-x

 

Ratan, R. & Dawson, M (2016). When Mii is Me:  A psychophysiological examination of avatar self-relevance. Communication Research, 43(8), 1065-1093. doi: 10.1177/0093650215570652

 

Ratan, R. & Sah, Y.J. (2015). Leveling Up on Stereotype Threat: The role of avatar customization and avatar embodiment. Computers in Human Behavior, 50, 367-374. doi: 10.1016/j.chb.2015.04.010 

 

Ratan, R., Taylor, N., Hogan, J., Kennedy, T.L.M., & Williams, D. (2015). Stand by your Man: An examination of gender disparity in League of Legends. Games and Culture, 10(5), 438-462. doi: 10.1177/1555412014567228. 

 

Martins, N., Matthews, N. L., & Ratan, R. A. (2015). Playing by the Rules: Parental Mediation of Video Game Play. Journal of Family Issues, 38(9), 1215-1238. doi: 10.1177/0192513X15613822

 

Kahn, A. S., Shen, C., Lu, L., Ratan, R. A., Coary, S., Hou, J., Meng, J., Osborn, J. C., Williams, D. (2015). The Trojan Player Typology: A cross-genre, cross-cultural, behaviorally validated scale of video game play motivations. Computers in Human Behavior, 49, 354-361. doi:10.1016/j.chb.2015.03.018

 

Ratan, R. & Tsai, H. S. (2014). Dude, where's my Avacar?  A mixed-method examination of communication in the driving context. Pervasive and Mobile Computing, 14(c), 112-128. doi: 10.1016/j.pmcj.2014.05.011 

 

Lehdonvirta, V., Ratan, R., Kennedy, T.L.M., & Williams, D. (2014). Pink and Blue Pixel$:  gender and economic disparity in two massive online games. The Information Society, 30(4), 243-255. doi:10.1080/01972243.2014.915277. 

 

Kahn, A., Ratan, R., & Williams, D. (2014). Why We Distort in Self-Report: Predictors of Self-Report Errors in Video Game Play. Journal of Computer-Mediated Communication, 19(4), 1010-1023.  doi: 10.1111/jcc4.12056 

 

Ratan, R., Chung, J., Shen, C., Williams, D., & Poole, M. (2010). Schmoozing and Smiting: Trust, social institutions and communication patterns in an MMOG. Journal of Computer-Mediated Communication, 16(1), 93-114. doi: 10.1111/j.1083-6101.2010.01534.x 

 

Martins, N., Williams, D., Ratan, R., & Harrison, K. (2010). Virtual Masculinity: A content analysis of male video game characters. Body Image, 8(1), 43-51.

 

Ratan, R., & Hasler, B.S. (2010). Exploring Self-Presence in Collaborative Virtual Teams. PsychNology Journal, 8(1), 11-31.

 

Martins, N., Williams, D., Ratan, R., & Harrison, K. (2009). A Content Analysis of Female Body Imagery in Video Games. Sex Roles, 61, 824-836. 


Castronova, E., Williams, D., Huang, Y., Shen, C., Keegan, B., & Ratan, R. (2009). As real as real? Macroeconomic behavior in a large-scale virtual world. New Media & Society, 11(5), 685-707. 

Michigan State University
College of Communication Arts & Sciences
Department of Media & Information

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