The Media Equation is a general communication theory that claims people tend to assign human characteristics to computers and other media, and treat them as if they were real social actors. The effects of this phenomenon on people experiencing these media are often profound, leading them to behave and to respond to these experiences in unexpected ways, most of which they are completely unaware of.Reeves, B., & Nass, C. I. (1996). The media equation : how people treat computers, television, and new media like real people and places. Cambridge University Press.

Originally based on the research of Clifford Nass and Byron Reeves at Stanford University, the theory explains that people tend to respond to media as they would either to another person (by being polite, cooperative, attributing personality characteristics such as aggressiveness, humor, expertise, and gender) – or to places and phenomena in the physical world – depending on the cues they receive from the media. Numerous studies that have evolved from the research in psychology, social science and other fields indicate that this type of reaction is automatic, unavoidable, and happens more often than people realize. Reeves and Nass (1996) argue that, “Individuals’ interactions with computers, television, and new media are fundamentally social and natural, just like interactions in real life,” (p. 5).

The Media Equation Test (1996) Reeves and Nass established two rules before the test- when a computer asks a user about itself, the user will give more positive responses than when a different computer asks the same question. They expected people to be less variable with their responses when they took a test and then answered a questionnaire on the same computer. They wanted to see that computers, although not human, can implement social responses. The independent variable was the computer (there are two in the test), and the dependent variable was the evaluation responses, and the control was a pen-and-paper questionnaire.

Reeves and Nass designed an experiment with 22 participants and told them they would be working with a computer to learn about random facts of American pop culture. At the end of the session they would ask the participants to evaluate the computer that they used. They would have to tell Reeves and Nass how they felt about that computer and how well it performed. 20 facts were presented in each session, and participants would answer if they knew “a great deal, somewhat, or very little” about the statement. After the session, participants were tested on the material and told which questions they had answered correctly or incorrectly. Computer #1 then made a statement of its own performance by always stating that it “did a good job”.

Participants were then divided into 2 groups to evaluate the computer's performance and participants were asked to describe this performance from the choice of about 20 adjectives. Half of the participants were assigned to evaluate on computer #1, the computer that praised its own work. The other half were sent to another computer across the room to evaluate computer #1's performance.

The conclusion resulted in evaluations done on computer #1 after testing on computer #1 yielded much more positive responses about the session. Evaluations completed on the other computer after testing on computer #1 resulted in much more varied and more negative responses about the session. For the control, the pen-and-paper questionnaire, the evaluations had similar results to that of evaluations done on computer #2. Participants felt more comfortable being honest when a different computer or pen-and-paper questionnaire asked about the sessions completed on computer #1. It is as if participants were talking behind the computer #1's back- not being honest to it, but then expressing more honesty to a third party evaluator. Reeves and Nass found that participants had automatic social reactions during the test.

Reeves and Nass ran the test again but added a voice speaker to both computers that would verbally communicate information to make the human-social theme more explicit. The test resulted in almost exactly the same results. They concluded that people are polite to computers in both verbal and textual scenarios. The participants did not need much of a cue to respond socially to the computers. The experiment supports the hypothesis that social rules can apply to media, and computers can be social initiators. Participants denied being intentionally polite to the computer, but the results suggest differently.

Propositions The media equation relies on eight propositions derived from the research:

Everyone responds socially and naturally to media – The media equation applies to everyone regardless of their experience, education level, age, technology proficiency, or cultures. Media are more similar than different – Psychologically speaking, a computer is not much different from a television and a sophisticated version of a technology is remarkably similar to a simpler version of the technology. As Reeves and Nass (1996) say, “social and natural responses come from people, not from media themselves,” (p. 252). In other words, the media does not make people react the way they do. The media equation is automatic – Since the media equation assumes that responses are “social and natural” then these reactions occur automatically without conscious effort. This can occur with minimal prompting. Many different responses characterize the media equation – The media equation occurs even with the most passive uses of media. When using any type of media, a person is likely to assign it a personality, pay extra attention to it, or even assess its personality. What seems true is more important than what is true – Perception of reality is far more influential than the actual objective reality. A person can know that a computer is a box made of wires and processors but can still assign a personality to it. The important point to remember is that these responses are just part of being human and participating in a communication event. People respond to what is present – Despite knowing that the media merely provide a symbolic version of the world, people still tend to respond to what the media appears to be as if it were real and immediately present. For the most part, people are more concerned with the interpretation of cues or messages they receive, rather than trying to determine the original intention of the message's creators. People like simplicity – The need for simplicity and to reduce complexity is an innate human need. People are comfortable with simple. Simplicity indicates a level of predictability that makes people more comfortable. Social and natural is easy – When interacting with media, Reeves and Nass (1996) argue, “people should be able to use what comes naturally – rules for social relationships and rules for navigating the physical world,” (p. 255). People already know how to function in the natural world (be polite, how to handle difficult personalities) so designers should take these reactions and phenomena into consideration when designing new media.

Explanations According to Nass and Reeves, assigning social roles, emotions and human characters to media is an innate human response and there are three proposed explanations – “anthropomorphism, the computer-as-proxy, and mindlessness." Anthropomorphism suggests that we recognize human qualities to technical beings; the computer-as-proxy is that we see the computer as human because it merely represents the responses of the human programmer; mindlessness refers to how we humans automatically react or respond to “human-like cues” unconsciously. Johnson and Gardner tested mindlessness as one of the explanations of the media equation theory, and they investigated if different moods will affect participants’ tendency to stereotypes when interacting with computers. The participants were asked to watch a tutorial with manipulation of either a positive or negative mood and then the tutorial used a male or female voice. The results showed that females participants who were in a positive mood showed more tendency to gender-stereotype computers than female participants who were in a negative mood. No such pattern was found in male participants, however. Nevertheless, the finding in female participants shows that mindlessness is more likely to occur when people are in a mindless state because, according to Johnson and Gardner, first, people who are in a happy mood may not feel the need to use their cognitive effort to process the environment; second, people tend to avoid using their cognitive effort when in a happy mood unless doing so can maintain or elevate their good mood; third, negative effect suggests that there may be a threat in the environment which will require more systematic processing but positive effect suggests that the environment may be safe, and thus no need to expand cognitive effort.

On the other hand, another study found cognitive evaluation may influence the effect of the media equation. The research tested the level of threat to fundamental human needs elicited by the cyberball-paradigm and real-life behavior afterward with a sample of 45 university students. The participants are assigned to two conditions, playing cyber ball with an avatar and playing ball with an agent. Both groups reported lower fundamental human need satisfaction after the group exclusion. However, subsequently, participants from the avatar condition reported being sadder due to the exclusion and more confident due to the inclusion than the agent group. In real-life social behavior tests, all participants in the exclusion condition left a larger seating space in the proxemics test and took a longer time to help pick up the pen. Particularly, participants excluded by avatars took significantly longer time to perform helping behavior. It indicates that the media equation is valid for immediate response to social exclusion, whereas temporally delayed emotional and behavioral reactions for agents and avatars differ, which might be due to the participants are no longer in a mindless state.

The assumptions and conclusions of the media equation are based on a rigorous research agenda that relies on objective empirical data using reliable social science research methods. As Reeves and Nass (1996) explain, “Our strategy for learning about media was to go to the social science section of the library, find theories and experiments about human-human interaction – and then borrow…Take out a pen, cross out ‘human’ or ‘environment’ and substitute media. When we did this, all of the predictions and experiments led to the media equation: People's responses to media are fundamentally social and natural,” (p. 251). The empirical data to support the media equation is thorough and expansive. Studies have tested a wide variety of communication characteristics with the media – manners, personality, emotion, social roles and form. Below are explanations of some of the more interesting findings that support the media equation.

Politeness