TY - JOUR
T1 - How Life-like Digital Humans in Voting Advice Applications Can Stimulate Young Voters to Inform Themselves About Politics
T2 - The Role of Familiarity and Expertise
AU - van Veggel, Elke
AU - Liebrecht, Christine
AU - Kamoen, Naomi
PY - 2025/2/27
Y1 - 2025/2/27
N2 - Conversational Agent Voting Advice Applications (CAVAAs) allow voters to ask questions about political topics in Voting Advice Applications (VAAs). Given their potential to inform young voters, designing effective CAVAAs is crucial. We conducted two experimental studies in run-up to the European Elections 2024 on the effects of different avatar types in CAVAAs. Study 1 (N = 81 theoretically educated students) examined the impact of disembodied versus embodied CAVAAs with a renowned or non-renowned digital human avatar. In study 2 (N = 199 practically educated students) the avatar's expertise was also considered. While both studies confirmed CAVAAs are perceived as relevant information resources among young voters, the tool's embodiment, familiarity, and expertise did not positively impact tool evaluation measures, political measures, and user behavior. However, study 2 showed that non-renowned avatars were perceived as more eerie than their renowned counterparts, confirming previous findings. We discuss the implications for theory and practice.
AB - Conversational Agent Voting Advice Applications (CAVAAs) allow voters to ask questions about political topics in Voting Advice Applications (VAAs). Given their potential to inform young voters, designing effective CAVAAs is crucial. We conducted two experimental studies in run-up to the European Elections 2024 on the effects of different avatar types in CAVAAs. Study 1 (N = 81 theoretically educated students) examined the impact of disembodied versus embodied CAVAAs with a renowned or non-renowned digital human avatar. In study 2 (N = 199 practically educated students) the avatar's expertise was also considered. While both studies confirmed CAVAAs are perceived as relevant information resources among young voters, the tool's embodiment, familiarity, and expertise did not positively impact tool evaluation measures, political measures, and user behavior. However, study 2 showed that non-renowned avatars were perceived as more eerie than their renowned counterparts, confirming previous findings. We discuss the implications for theory and practice.
KW - Voting advice application
KW - Conversational agents
KW - Digital humans
KW - Eeriness
KW - Familiarity
KW - Political expertise
KW - uncanny valley effects (UVE)
UR - https://www.webofscience.com/api/gateway?GWVersion=2&SrcApp=wosstart_imp_pure20230417&SrcAuth=WosAPI&KeyUT=WOS:001434152500001&DestLinkType=FullRecord&DestApp=WOS_CPL
U2 - 10.1080/10447318.2025.2465859
DO - 10.1080/10447318.2025.2465859
M3 - Article
SN - 1044-7318
JO - International journal of human-Computer interaction
JF - International journal of human-Computer interaction
ER -