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Media equation theory, developed in the 1990s by Byron Reeves and Clifford Nass, argues that we respond to communication media, media technologies, and mediated images as we do to actual people and places. At its simplest, the theory (sometimes referred to as the media equation hypothesis or simply the media equation) can be summarized as media = real life. The claim that we treat—and react to—the media in our lives not as mere tools or appliances, but as real social actors, has important implications for interpersonal and mass communication theory as well as for the disciplines of sociology, social psychology, cognitive science, and evolutionary biology. The findings of media equation research also have direct applications for (and in fact, have been used in) fields as diverse as computer software and hardware design, political campaigning, advertising, and filmmaking.

As Reeves and Nass demonstrate in their 1996 book, The Media Equation: How People Treat Computers, Television, and New Media Like Real People and Places, evidence of the equation extends well beyond pleading with a recalcitrant computer, screaming with genuine fright while watching a horror movie, or yelling back at an irritating pundit on the TV screen, although such actions do provide handy illustrations of the equation in everyday life. Reeves and Nass's hypothesis is supported by the results of dozens of empirical studies conducted throughout the 1980s and 1990s to explore people's reactions to and interactions with a wide range of communication media. The most important findings come from their investigations into the realms of manners, personality, emotion, and social roles.

Method and Key Findings

To develop and test the media equation hypothesis, Reeves and Nass looked at existing social psychology studies that illustrated some rule about human-to-human interaction and then repeated those studies, substituting media for one of the humans. In virtually every case, they found that the human-human rules held for human-media interactions. Among their more important findings are the following:

Manners

We use and respond to manners when interacting with our media. For example, people are polite to a computer they have worked with when required to rate its performance face-to-face (that is, providing the evaluation via the same computer they have just worked with), but less polite—and more honest—when providing an evaluation using a different computer. People like computers that flatter them more than they like computers that do not. And people even consider computers that praise them to be superior to computers that criticize them.

Personality

People ascribe personality attributes to media and media technologies, including animated television characters and even simple line drawings—that is, anything with visual features resembling a face is almost automatically described as having personality traits. However, a face-like appearance is not always necessary for us to ascribe personality to media; even text can suggest a personality. Thus, people perceive computers that use dominant language in their text interfaces as having dominant personalities and computers that use submissive language as having submissive personalities. Moreover, dominant people prefer dominant computers while submissive people prefer submissive computers: just as we are attracted to people we perceive to be like ourselves, we are attracted to machines we perceive to be like ourselves.

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