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Virtual Superheroes: Using Superpowers in Virtual Reality to Encourage Prosocial Behavior

Overview of attention for article published in PLOS ONE, January 2013
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About this Attention Score

  • In the top 5% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (99th percentile)
  • High Attention Score compared to outputs of the same age and source (99th percentile)

Mentioned by

news
13 news outlets
blogs
9 blogs
twitter
145 X users
patent
1 patent
facebook
12 Facebook pages
googleplus
5 Google+ users
reddit
1 Redditor
video
1 YouTube creator

Citations

dimensions_citation
290 Dimensions

Readers on

mendeley
570 Mendeley
citeulike
3 CiteULike
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Title
Virtual Superheroes: Using Superpowers in Virtual Reality to Encourage Prosocial Behavior
Published in
PLOS ONE, January 2013
DOI 10.1371/journal.pone.0055003
Pubmed ID
Authors

Robin S. Rosenberg, Shawnee L. Baughman, Jeremy N. Bailenson

Abstract

Recent studies have shown that playing prosocial video games leads to greater subsequent prosocial behavior in the real world. However, immersive virtual reality allows people to occupy avatars that are different from them in a perceptually realistic manner. We examine how occupying an avatar with the superhero ability to fly increases helping behavior.

X Demographics

X Demographics

The data shown below were collected from the profiles of 145 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 570 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Germany 6 1%
United Kingdom 6 1%
United States 5 <1%
Spain 3 <1%
Netherlands 2 <1%
France 2 <1%
Australia 2 <1%
Austria 1 <1%
Turkey 1 <1%
Other 11 2%
Unknown 531 93%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 114 20%
Student > Master 88 15%
Student > Bachelor 81 14%
Researcher 63 11%
Student > Doctoral Student 38 7%
Other 99 17%
Unknown 87 15%
Readers by discipline Count As %
Psychology 157 28%
Computer Science 114 20%
Social Sciences 47 8%
Design 28 5%
Arts and Humanities 20 4%
Other 95 17%
Unknown 109 19%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 291. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 12 July 2023.
All research outputs
#123,655
of 25,852,155 outputs
Outputs from PLOS ONE
#1,922
of 225,405 outputs
Outputs of similar age
#725
of 292,760 outputs
Outputs of similar age from PLOS ONE
#32
of 5,029 outputs
Altmetric has tracked 25,852,155 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 99th percentile: it's in the top 5% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 225,405 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 15.9. This one has done particularly well, scoring higher than 99% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 292,760 tracked outputs that were published within six weeks on either side of this one in any source. This one has done particularly well, scoring higher than 99% of its contemporaries.
We're also able to compare this research output to 5,029 others from the same source and published within six weeks on either side of this one. This one has done particularly well, scoring higher than 99% of its contemporaries.