Peter Nagy, Ph.D.
Tagline:Interdisciplinary Social Scientist & Researcher in Human-Machine Communication
Tempe, AZ, USA
About
Throughout my academic career, I have studied people’s evolving relationship with technologies, and what this relationship means for human identity and agency. In my Ph.D. thesis, I focused on virtual worlds and environments; later I turned to communication and media theories to conceptualize human-machine communication through the lens of affordances. At Arizona State University, I applied the lessons I learned during my graduate and former postdoctoral scholarship years to cross-disciplinary informal learning and science and engineering ethics projects by integrating human-machine communication theories with socio-technical storytelling techniques.
I draw theories from a variety of disciplines including cognitive psychology, sociology, communication and media studies, consumer culture theory (CCT), and science and technology studies (STS). I am trained in qualitative, quantitative, and mixed-methods research designs.
Service is also a critical part of my identity. I am a founding editorial board member of the open-access journal, Human-Machine Communication and I have served as a reviewer for a wide range of journals including the International Journal of Communication, New Media & Society, and Social Media + Society. In addition, I am a member of the International Communication Association (ICA), the Society for Social Studies of Science (4S), and the Association of Internet Researchers (AoIR).
Research Interests
- Artificial Intelligence
- Human-Machine Communication
- Agency
- Affordances
- Narratives
Curriculum Vitae (CV)
DownloadResearch Projects
What Makes a Therapy Chatbot? A Thematic Analysis of User Perspectives, Preferences, and Experiences
date: 2024Organization:Arizona State University
Description:The two main objectives of this project are to explore how users define therapy chatbots and whether they view generative AI agents as therapy chatbots. Applications like ChatGPT, Copilot, and Gemini are immensely popular tools that are not only used for learning and research, but also for mental health support. While researchers pay increasing attention to the potential benefits and drawbacks of therapy chatbots, they neglect questions around how users actually define therapy chatbots and what perceived mental health benefits generative AI chatbots can provide for them.
Towards a a typology of the valued affordances of digital possessions
date: 2022Organization:Arizona State University | Bournemouth University | IÉSEG School of Management
Description:This project applied an affordance-based approach to explore how users perceive and make sense of their digital possessions.
Increasing Learning and Efficacy about Emerging Technologies through Transmedia Engagement by the Public in Science-in-Society Activities
date: 2016Organization:Arizona State University | U.S. National Science Foundation (NSF)
Description:The primary goal of this project was to create, deploy, and study a set of transmedia activities that involve making, curation, and hands-on exploration of science-in-society themes around a pervasive scientific and cultural referent—Mary Shelley’s Frankenstein. The project probed the hypothesis that exposing publics to opportunities for interactive, creative, and rigorous engagement within an integrated transmedia environment would foster their interest in science, technology, engineering and mathematics (STEM), develop their 21st century skills with digital tools, and increase their understanding, ability, and feelings of efficacy around issues in science-in-society.
Revisiting Affordances in Communication Research
date: 2014Organization:Central European University
Description:This project explored new ways to conceptualize affordances by borrowing ideas from psychology, sociology, communication and media studies, and Science and Technology Studies (STS) scholarships.
Identity and Consumption in Virtual Worlds
date: 2011Organization:Corvinus University of Budapest | Central European University
Description:This project investigated how users construct their identities via consumption in virtual environments, such as Second Life and World of Warcraft.
Selected Publications
Virtual influencers in social media versus the metaverse: Mind Perception, blame judgements and brand trust
Journal ArticlePublisher:Journal of Business ResearchDate:2025Authors:Sian Joel-EdgarSoumyadeb ChowdhuryPeter NagyShuang RenDescription:The rise of virtual influencers (VIs) in digital marketing channels, such as social media platforms and the metaverse, raises critical, under-researched questions about blame attribution to these digital entities and its subsequent impact on brand trust. Our research addresses this gap by applying the theoretical lens of mind perception to two studies using an experimental causal chain design approach. Study 1 revealed that consumers attribute higher mind perception to a human VI and consequently place more blame on them in negative scenarios compared to AI-powered VI. Additionally, we found that perceived mind perception was unaffected by the digital channel (social media versus metaverse). Study 2 demonstrated that brand trust diminishes more significantly when an AI-powered VI is blamed compared to a human VI. These insights contribute to understanding the psychological mechanism of blame judgement towards VIs, and highlight the importance for brands to consider the repercussions of using AI-powered VI.
How Players Make Use of Cosmetic Items in Video Games: A Persona Approach
Journal ArticlePublisher:Journal of Consumer Behaviour Date:2025Authors:Bernadett KolesPeter NagyGauthier VolletDescription:Ranging from purchasing single digital items through bundles to packages that contain several digital objects under one umbrella, microtransactions represent an increasingly popular and yet controversial business model within many video games. A particularly interesting segment of digital content captures those purely cosmetic and esthetically oriented goods that do not provide users with concrete mechanical or technical benefits but are nonetheless valued and pursued by members of the gaming community. Building on in-depth interviews with a group of 20 active video game players residing in France, the present study explores variations in gaming styles and preferences, motivations to engage in cosmetic microtransactions, and perceived benefits associated with the consumption of cosmetic items in video games. We identified various key video game player motivations to engage in cosmetic microtransactions, including personal and achievement goals, social and belonging needs, prestige seeking and status signaling, and the pursuit of novelty. In contrast to the idea that cosmetic items do not hold value above and beyond their hedonic or esthetic appeal, our findings also indicate that even cosmetic items can offer perceived competitive advantages and benefits (e.g., becoming thinner, gaining latency time, or becoming less visible via acquiring certain digital clothes or armors in the game). Through these emergent themes and categories, we construct six video game player personas representing various needs, perceptions, and expectations concerning the valuation of cosmetic microtransactions. Last, we discuss how these findings can inform theory development and guide decision-making around game design.
My Grades Are not as Good as a Scientist: Understanding Middle School Students’ Perceptions of Science and Scientists Through Science Possible Selves and Interests
Journal ArticlePublisher:SpringerDate:2025Authors:Areej MawasiPeter NagyEd FinnRuth WylieDescription:In this paper, we present findings from an exploratory qualitative study that investigated perceptions of science and scientists, which can shape how learners participate in narrative-based socioscientific digital media and hands-on activities. We examine how middle school learners conceptualize science and scientists’ roles through their possible selves and the way in which they express their interests. We present findings of interviews with middle school students who took part in digital media and hands-on science activities in a school science classroom. Our findings show that while there are variations in the ways that students perceive science and scientists, many students in our study are influenced by formal learning environments (e.g., school), and some students have difficulty making connections between informal and formal science activities. By examining learners’ heterogeneous perceptions of science and scientists, we identified students’ perceptions of the qualities of scientists, science responsibility, and science in daily life, along with ideas inspired by the activities we presented. In our discussion, we consider how the constructs of possible self and interest in science can enable students to engage in science and to think about science and scientists in more expansive ways. Lessons from this study can support middle school students in developing a positive scientist possible self and increase their interest in science.
Frankenmedia: Using Narrative and Play in Informal Transmedia Learning Environments
Book ChapterPublisher:Imagining TransmediaDate:2024Authors:Ruth WylieAreej MawasiJoey EschrichPeter NagyBob BeardEd FinnConjuring algorithms: Understanding the tech industry as stage magicians
Journal ArticlePublisher:New Media & SocietyDate:2024Authors:Peter NagyGina NeffThe Science of Life and Death in Frankenstein
Journal ArticlePublisher:History: Reviews of New BooksDate:2023Authors:Peter NagyWho Benefits from Creative Mindsets?: The Effects of Domain‐Specific Knowledge on the Relationships Between Creative Mindsets and Creative Performance in the Context of <scp>ESL</scp>/<scp>EAL</scp> Writing
Journal ArticlePublisher:The Journal of Creative BehaviorDate:2023Authors:Enikő Orsolya BereczkiPeter NagyRethinking Affordances for Human-Machine Communication Research
Book ChapterPublisher:SAGEDate:2023Authors:Peter NagyGina NeffDescription:In this chapter, we present theories and research findings from communication, media and design studies that have stemmed from James Gibson’s highly influential affordance theory originating from the late 1970s. We do so from the lens of human-machine communication to determine how the field can benefit from the use of Gibson’s work. Long before the concept of affordance was adopted in communication, media and design studies, it was part of a provocative framework that challenged how psychologists conceptualized the relationship between perception and action. Taking a historical, cultural and critical approach, we describe what human-machine communication researchers can learn from affordance theory. When it comes to human-machine communication, we argue that scholars could use affordances to capture how users and designers “imagine” the potential uses of interactive technologies. In order to study affordances, the field could approach the notion that emerges between users’ perceptions, attitudes, and expectations; between the materiality and functionality of technologies; and between the intentions and perceptions of designers. We close the chapter by formulating suggestions for researchers wishing to explore what affordance theory means and how it can be used for the field of human-machine communication.
The Chimera, the Robot Artist, and the Cardboard Hand
Journal ArticlePublisher:Science & EducationDate:2023Authors:Peter NagyAreej MawasiEd FinnRuth WylieIncreasing learners' self‐efficacy beliefs and curiosity through a Frankenstein‐themed transmedia storytelling experience
Journal ArticlePublisher:British Journal of Educational TechnologyDate:2022Authors:Peter NagyAreej MawasiKristi EusticeAlison Cook‐DavisEd FinnRuth Wylie
Contact
Address
peter.nagy@asu.edu