Ph.D., University of Connecticut, 2011
Rory McGloin is an Assistant Professor in the Department of Communication at the University of Connecticut. He also serves as the Director of Undergraduate Studies and the Honors Advisor for the department. Professor McGloin’s research is focused on media effects. Of particular interest to Professor McGloin is the process by which individuals interact with a mediated environment and the subsequent effect of these interactions on their perceptions of certain variables such as perceived realism and immersion. In addition to this, Professor McGloin’s research has recently focused on how various control devices may be changing the way users interact with virtual environments and in turn how these devices may be impacting the users overall feelings of enjoyment and aggression. Dr. McGloin has also explored the nature of online interactions in a variety of contexts (social support, product reviews, health and social support) with a focus on perceived source credibility and he continues to do work in this area. Dr. McGloin’s work has recently been published in such journals as: Journal of Communication, Media Psychology, and Computers in Human Behavior.
- Comm 1000: Introduction to Communication
- Comm 1100: Principles of Public Speaking
- Comm 1300: Mass Media Systems
- Comm 3000Q: Research Methods in Communication
- Comm 3100: Persuasion
- Comm 3300: Effects of Mass Media
- Comm 4800: Communication Processes in Advertising
- Effects of video games
- Natural mapping and motion capturing control devices
- Video game realism and immersion
- Online source expertise and credibility
McGloin, R., & Denes, A. (2016). Too hot to trust: Examining the relationship between attractiveness, trustworthiness, and desire to date in online dating. New Media & Society, 1-18. doi: 10.1177/1461444816675440
McGloin, R., Richards, K., & Embacher*, K. (2016). Examining the Potential Gender Gap in Online Health Information Seeking Behaviors Amongst Digital Natives. Communication Research Reports, 33(4). doi: 10.1080/08824096.2016.1224169
McGloin, R., Farrar, K., Krcmar, M., Park*, S., & Fishlock*, J. (2016). Modeling Outcomes of Violent Video Game Play: Applying mental models and model matching to explain the relationship between user differences, game characteristics, enjoyment, and aggressive intentions. Computers in Human Behavior, 62, 442-451. 10.1016/j.chb.2016.04.018
McGloin, R., Hull*, K., & Christensen, J. L. (2016). More than just a game:examining the effects of competitive setting and performance outcome on player perceptions. Computers in Human
Richards, K., McGloin, R., & Embacher, K. (2015). Increasing knowledge of diabetes through source expertise and perceived credibility. International Journal of Communication and Health, 6.
McGloin, R., Farrar K., & Fishlock, J. (2015). Violent games and violent controllers: Investigating the use of realistic gun controllers on perceptions of realism, immersion, and outcome aggression. Journal of Communication. doi: 10.1111/jcom.12148
Nowak, K. L., & McGloin, R. (2014). The Influence of Peer Reviews from Strangers on Source Credibility and Purchase Intention. Societies. doi: 10.3390/soc4040689
McGloin, R., Nowak, K. L., & Watt, J. (2014). Avatars and Expectations: Influencing Perceptions of Trustworthiness in an Online Consumer Setting. Psychnology Journal.
Krcmar, M., Farrar, K., Jalette, J., & McGloin, R. (2014). Appetitive and defensive arousal in violent video games: Investigating attracting and effects. Media Psychology, 00, 1-24. doi: 10.1080/15213269.2014.888007
McGloin, R., Farrar K., & Krcmar, M. (2013). Video games, immersion, and cognitive aggression: Does the controller matter? Media Psychology. doi: 10. 1080/15213269. 2012. 752428
Farrar K., Krcmar, M., & McGloin, R. (2013). The Perception of humanness in video games: Towards an understanding of the effects of player perceptions of game features. Mass Communication and Society. doi : 10. 1080/15205436
McGloin, R., Farrar, K., & Krcmar, M. (2011). The Impact of controller naturalness on spatial presence, gamer enjoyment, and perceived realism in a tennis simulation video game. Presence: Teleoperators and Virtual Environments,20(4), 1-16.
Farrar, K., Krcmar, M., & McGloin, R. (2010). The Effects of video game realism on attention, retention and aggressive outcomes. Computers in Human Behavior, 27(1), 432- 439.