Skip to content Skip to navigation

Byron Reeves


Byron Reeves received a B.F.A. in graphic design from Southern Methodist University and his M.A. and a Ph.D. in communication from Michigan State University.

Prior to joining Stanford in 1985, he taught at the University of Wisconsin where he was director of graduate studies and associate chair of the Mass Communication Research Center.

He teaches courses in mass communication theory and research, with particular emphasis on psychological processing of interactive media. His research includes message processing, social cognition, and social and emotion responses to media, and has been published in books of collected studies as well as such journals as Human Communication Research, Journal of Social Issues, Journal of Broadcasting, and Journalism Quarterly. He is co-author of The Media Equation: How People Treat Computers, Television, and New Media Like Real People and Places (Cambridge University Press).

His research has been the basis for a number of new media products for companies such as Microsoft, IBM, and Hewlett-Packard, in the areas of voice interfaces, automated dialogue systems and conversational agents. He is currently working on the applications of multi-player game technology to learning and the conduct of serious work.

Other Titles

Professor, Communication
Senior Fellow, Precourt Institute for Energy
Professor (By courtesy), Graduate School of Education
Senior Fellow, Precourt Institute for Energy

Research Interests

Social and Emotional Learning | Technology and Education

See a full list of GSE Faculty research interests >

Recent Publications

Reeves, B. (2019). Screenomics: a framework to capture and analyze personal life experiences and the ways that technology shapes them. Human-Computer Interaction.

Lim, S., & Reeves, B. (2010). Computer agents versus avatars: Responses to interactive game characters controlled by a computer or other player. INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES, 68(1-2), 57–68.

Reeves, B., Cunningham, J., Scarborough, J., & Read, J. L. (2010). Government Uses for Games and Virtual Worlds: Optimizing Choices for Citizens and Government Workers in the Areas of Energy Efficiency, Educational Assessment, Worker Productivity, Health and Quality of Information Exchanges. White House Office of Science and Technology Policy.

Back to the Top