personal photo of Peter Nagy, Ph.D.

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. In the present, I study how people make sense of their experiences and the world with and through generative artificial intelligence (AI) tools, such as OpenAI's ChatGPT or Google's Gemini.

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. Additonally, 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)

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Research Projects

  • What Makes an AI Therapy Chatbot? Mapping User Perspectives, Preferences, and Experiences

    date: 2024

    Organization:Arizona State University

    Description:

    This project seeks to understand how people use generative artificial intelligence chatbots for mental health support. 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: 2022

    Organization: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: 2016

    Organization: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.

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  • Revisiting the Concept of Affordance in Communication Research

    date: 2014

    Organization: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 and Online Games

    date: 2011

    Organization: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:2025
    Authors:
    Sian Joel-EdgarSoumyadeb ChowdhuryPeter NagyShuang Ren
    Description:

    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:2025
    Authors:
    Bernadett KolesPeter NagyGauthier Vollet
    Description:

    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.

  • Data Cartels: The Companies that Control and Monopolize Our Information

    Journal ArticlePublisher:Contemporary Sociology: A Journal of ReviewsDate:2025
    Authors:
    Peter Nagy
    Description:

    Data Cartels is an exceptionally well-written and researched book that offers critical insights into how a few powerful companies can maintain their control over various information markets. It brings attention to the strategies and tactics data analytics and other tech companies commonly employ to obfuscate their business operations and practices. Lamdan does not only unmask these companies, but also offers concrete suggestions for how they could be better regulated. Despite what the tech industry wants us to believe, she shows us that we do not have to sacrifice our privacy, civil rights, and liberties for technological progress. In fact, it is vital to protect them from companies that misrepresent their services and use their lobbying power and influence to shield themselves from any responsibility and accountability while causing immense harm to various groups of people.

  • The quasi-domestication of social chatbots: The case of Replika

    Journal ArticlePublisher:SAGEDate:2025
    Authors:
    Gina NeffPeter Nagy
    Description:

    In this paper, we turn to the domestication theory to study what strategies users develop to appropriate social chatbots – dynamic algorithmic tools mimicking human interactions via large language models and scripted dialogue content. As an example, we use the case of Replika, a popular but controversial social chatbot designed to serve as companions, friends, and even romantic partners for millions of people. In 2023, Replika underwent a series of major fixes and algorithmic updates leading to significant changes in how it responds to users. Through analyzing posts from a popular Reddit community dedicated to Replika, we showcase that users developed various re-domestication strategies to come to terms with these changes. Our study illustrates that Replika should be understood as a quasi-domesticated object that constantly requires users to find new ways to re-integrate it into their lives. We conclude the paper by highlighting how our findings can inform communication research.

  • Revisiting Social Comparison Theory in Offline and Online Contexts

    Journal ArticlePublisher:Psychology & MarketingDate:2025
    Authors:
    Bernadett KolesKishore Gopalakrishna PillaiPeter NagyDavid M. GligorSıddık Bozkurt
    Description:

    The current Special Issue is aimed at revisiting SCT and exploring how social comparison processes and mechanisms manifest in contemporary consumer culture. The articles featured in this Special Issue reflect a renewed scholarly interest in understanding how and why consumers compare themselves to others in offline and online settings. In addition to introducing these articles, our editorial also serves as a conceptual benchmark for the topic, offering insights into the past, present, and possible future directions of SCT and its potential for marketing and consumer research.

  • 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:2025
    Authors:
    Areej MawasiPeter NagyEd FinnRuth Wylie
    Description:

    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:2024
    Authors:
    Ruth WylieAreej MawasiJoey EschrichPeter NagyBob BeardEd Finn
  • Conjuring algorithms: Understanding the tech industry as stage magicians

    Journal ArticlePublisher:New Media & SocietyDate:2024
    Authors:
    Peter NagyGina Neff
  • The Science of Life and Death in Frankenstein

    Journal ArticlePublisher:History: Reviews of New BooksDate:2023
    Authors:
    Peter Nagy
  • Who 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:2023
    Authors:
    Enikő Orsolya BereczkiPeter Nagy