Byron is the Paul C. Edwards Professor in the Department of Communication at Stanford University, and Co-Founder and Faculty Co-Director of the H-STAR Institute (Human Sciences and Technologies Advanced Research) and its industrial affiliate program, Media XHe is an expert on the psychological processing of media in the areas of attention, emotions, learning, and physiological responses, and has published over 100 scientific papers about media and psychology.  His research has been the basis for a number of new media products for companies such as Microsoft, IBM, and Hewlett-Packard, in the areas of voice interfaces, automated dialogue systems, and business process simulations.  He is currently working on the application of multi-player game technology to behavior change and the conduct of serious work, and is Co-Founder of Seriosity, Inc., a company building enterprise software inspired by game psychology. 


Vita (PDF).  Bio (PDF).

     

Rm 229 Wallenberg Hall

Stanford University

Stanford, CA  94305

reeves@stanford.edu

650 725-3033


Map


 
 

AFFILIATIONS


H-STAR:  The Human-Sciences and Technologies Advanced Research Institute, is a Stanford interdisciplinary research center focusing on people and technology — how people use technology, how to better design technology to make it more usable (and more competitive in the marketplace), how technology affects people's lives, and the innovative use of technologies in research, education, art, business, commerce, entertainment, communication, national security, and other walks of life.

Media X:  A collaboration of Stanford and industry that brings together Stanford's leading interactive technology research with companies committed to technical advancement and innovation.  Media X sponsors Stanford faculty and researchers studying basic issues about the design and use of interactive technologies to influence the next generation of commerce, learning and entertainment. 


LIFE:  (Learning in Informal and Formal Environments) is an NSF funded multi-year interdisciplinary collaboration between learning scientists at Stanford University, the University of Washington, SRI International, and other institutions across the country.  The LIFE Center develops and tests principles about the social foundations of human learning in informal and formal environments, including the use of interactive technology. 


Seriosity:  A venture-backed startup that offers consulting services about how sophisticated multiplayer games will change the nature of work and is building game-inspired software for the enterprise.




CURRENT IDEAS AND RESEARCH


Serious Games:  Sophisticated multi-player computer games are engaging.  Much of modern information work is complex, repetitive and dull.  The Games at Work project considers the application of game psychology to important problems in the areas of leadership, collaboration, innovation and productivity.  The laboratory experiments and enterprise applications are summarized in a forthcoming book, Total Engagement (with J. Leighton Read).  A part of the project was a study done for IBM that examined leadership in complex games and applications to business.     


Avatars: A powerful feature of virtual worlds and games is the ability for people to represent themselves in media.  We are working on laboratory experiments that show the involvement that people have with avatars, and how that involvement shapes emotional responses, learning, memory and evaluations of media experiences.  One recent experiment looks at physiological responses to avatars using heart and skin conductance measures, and one looks at brain fMRI responses while people view avatars and their relationship to learning.   


Media Realism: What’s the different in psychological response if people think that media are presenting reality vs. a manufactured version of reality?  A long-term project, first summarized in The Media Equation (with Clifford Nass), examined numerous similarities between media and real life.  A recent experiment shows that physiological arousal increases when people think that video material is about real people rather than actors playing a role. 


Synthetic economies:  Another powerful feature of games and virtual worlds are the synthetic currencies that allow players to create a marketplace for trading game pieces and all kinds of other objects and services.  Could synthetic currencies influence real behavior?  Using a currency and banking systems developed by Seriosity (called Attent™), we tested the influence of a currency system to gain and allocate attention via email.   


Energy Efficiency and Games:  The ingredients from successful games can be used to change behavior that may otherwise be difficult to influence.  We are beginning a project with the Precourt Energy Efficiency Center to use games to link energy information with individual homes and provide engaging feedback that will lessen and redistribute energy use in homes, cars and commercial buildings.  A movie of this idea can be downloaded here or viewed on YouTube.    




   

PUBLICATIONS (selected)

NEWS INTERVIEWS


“Email Overload,” National Public Radio, Morning EditionMP3


“Games for Energy Efficiency,” Public Radio International, Living on EarthMP3.


“Why Work is Looking More Like a Video Game,” New York Times.  5.20.2007.


...more  

BECC presentation demo (click below or open on You Tube

PRESENTATIONS


“Immersive New Media: Evidence and Ideas from the Science of Fun.” Keynote at Behavior, Energy & Climate Change (BECC) Conference, Nov., 2008.  Audio.  Slides. 

  

“Serious Uses for Multiplayer Games,” Media X Summer Institute, 2008.  Video


...other presentations

CURRENT BOOK PROJECT


Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses CompeteHarvard Business School Publishing.  Available now.

“Leadership’s Online Labs,”  Harvard Business Review.  2008.

“The Effects of Labeling Video Clips as Real People or Actors on Physiological Arousal”
 (under review).
  
The Impact of Social Belief on the Neurophysiology of Learning and Memory.”  Society for 
Neuroscience, 2008.

A Marketplace for Attention...”
First Monday, 2008.

The Media Equation: How People Treat Computers, Television and New Media Like Real People and Places.  Cambridge University Press, 1996. 
http://hbr.harvardbusiness.org/2008/05/leaderships-online-labs/ar/1Home_files/Realism%20FX%20on%20Emotion%203.18.09.pdfHome_files/Realism%20FX%20on%20Emotion%203.18.09.pdfHome_files/Realism%20FX%20on%20Emotion%203.18.09.pdfHome_files/fMRI%20Avatars.pdfHome_files/fMRI%20Avatars.pdfHome_files/fMRI%20Avatars.pdfHome_files/First%20Monday%20published%20article_1.pdfhttp://www.amazon.com/Media-Equation-Computers-Television-Lecture/dp/1575860538http://www.amazon.com/Media-Equation-Computers-Television-Lecture/dp/1575860538shapeimage_5_link_0shapeimage_5_link_1shapeimage_5_link_2shapeimage_5_link_3shapeimage_5_link_4shapeimage_5_link_5shapeimage_5_link_6shapeimage_5_link_7shapeimage_5_link_8
Table of Contents and Chapter 1 

Amazonhttp://www.amazon.com/gp/reader/1575860538/ref=sib_dp_pt#reader-linkhttp://www.amazon.com/gp/reader/1575860538/ref=sib_dp_pt#reader-linkhttp://www.amazon.com/gp/reader/1575860538/ref=sib_dp_pt#reader-linkhttp://www.amazon.com/Media-Equation-Computers-Television-Lecture/dp/1575860538http://www.amazon.com/Media-Equation-Computers-Television-Lecture/dp/1575860538shapeimage_6_link_0shapeimage_6_link_1shapeimage_6_link_2shapeimage_6_link_3