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Jérôme Guegan

Biographic Data

ID6027486
NAMEJérôme Guegan
GIVEN NAMESJérôme
FAMILY NAMEGuegan
SIGNATUREGUEGAN J
AFFILIATIONSLATI, EA 4469 Université Paris Descartes Paris France
ORCID0000-0002-6275-7258
VERIFIEDYes
TOTAL WORKS6
TOTAL CITATIONS4
AUTHOR COUNT5
EDITOR COUNT1
FIRST PUBLICATION YEAR2015
LATEST PUBLICATION YEAR2022
H-INDEX1
  • Homo Creativus: The 7 C’s of Human Creativity

    Open Access•Todd I Lubart, Todd Lubart et al.•BOOK•Homo Creativus•2022

  • Comparison of social representations of Neets in active young French adults and Neets themselves

    Auguste Dumouilla, Miguel Botella et al.•ARTICLE•British Journal of Guidance and…•2021

    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, using the classic free evocation technique. French NEETs (n = 71) and matched controls (n = 66; peopl…

  • Using virtual reality to induce gratitude through virtual social interaction

    Open Access•J Collange, Jérôme Guegan•ARTICLE•Computers in Human Behavior•2020

  • Actions speak louder than looks: The effects of avatar appearance and in-game actions on subsequent prosocial behavior

    Open Access•Jérôme Guegan, Julien Nelson et al.•ARTICLE•Cyberpsychology Journal of…•2020

    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 experiment exploring the combined effects of avatar appearance and in-game behavior on subsequent prosocia…

  • Creativity in Virtual Teams: Bridging the Gap Between Professional Wisdom and Scientific Insights

    Open Access•Stéphanie Buisine, Jérôme Guegan•ARTICLE•Creativity Studies•2019

    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 professional facilitators in which they could experience creativity in a virtual environment. Their rating…

  • Why are online games so self‐involving: A social identity analysis of massively multiplayer online role‐playing games

    Open Access•Jérôme Guegan, Pascal Moliner et al.•ARTICLE•European Journal of Social…•2015•Cited by: 4•References: 22

    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 studies, we survey players inside or outside the MMORPG. Players are interviewed either at an interguild …

  • Why are online games so self‐involving: A social identity analysis of massively multiplayer online role‐playing games

    Open Access•Jérôme Guegan, Pascal Moliner et al.•ARTICLE•European Journal of Social…•2015•Cited by: 4•References: 22

    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 studies, we survey players inside or outside the MMORPG. Players are interviewed either at an interguild …

  • Why are online games so self‐involving: A social identity analysis of massively multiplayer online role‐playing games

    Open Access•Jérôme Guegan, Pascal Moliner et al.•ARTICLE•European Journal of Social…•2015•Cited by: 4•References: 22

    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 studies, we survey players inside or outside the MMORPG. Players are interviewed either at an interguild …

  • Creativity in Virtual Teams: Bridging the Gap Between Professional Wisdom and Scientific Insights

    Open Access•Stéphanie Buisine, Jérôme Guegan•ARTICLE•Creativity Studies•2019

    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 professional facilitators in which they could experience creativity in a virtual environment. Their rating…

  • Using virtual reality to induce gratitude through virtual social interaction

    Open Access•J Collange, Jérôme Guegan•ARTICLE•Computers in Human Behavior•2020

  • Actions speak louder than looks: The effects of avatar appearance and in-game actions on subsequent prosocial behavior

    Open Access•Jérôme Guegan, Julien Nelson et al.•ARTICLE•Cyberpsychology Journal of…•2020

    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 experiment exploring the combined effects of avatar appearance and in-game behavior on subsequent prosocia…

  • Comparison of social representations of Neets in active young French adults and Neets themselves

    Auguste Dumouilla, Miguel Botella et al.•ARTICLE•British Journal of Guidance and…•2021

    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, using the classic free evocation technique. French NEETs (n = 71) and matched controls (n = 66; peopl…

  • Homo Creativus: The 7 C’s of Human Creativity

    Open Access•Todd I Lubart, Todd Lubart et al.•BOOK•Homo Creativus•2022

Psychology (5 works) · Social Psychology (4 works) · Computer Science (3 works) · Creativity in Education and Neuroscience (2 works) · Human–computer interaction (2 works) · Media Influence and Health (2 works) · Virtual Reality Applications and Impacts (2 works) · Advertising (1 works) · Aesthetics (1 works) · Art (1 works)

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