The DOI matches its Crossref record; 2 of the 2 references it cites were found in a registry or an index.
Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play?
Abstract
The authors examined whether the nature of the opponent (computer, friend, or stranger) influences spatial presence, emotional responses, and threat and challenge appraisals when playing video games. In a within-subjects design, participants played two different video games against a computer, a friend, and a stranger. In addition to self-report ratings, cardiac interbeat intervals (IBIs) and facial electromyography (EMG) were measured to index physiological arousal and emotional valence. When compared to playing against a computer, playing against another human elicited higher spatial presence, engagement, anticipated threat, post-game challenge appraisals, and physiological arousal, as well as more positively valenced emotional responses. In addition, playing against a friend elicited greater spatial presence, engagement, and self-reported and physiological arousal, as well as more positively valenced facial EMG responses, compared to playing against a stranger. The nature of the opponent influences spatial presence when playing video games, possibly through the mediating influence on arousal and attentional processes.
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Citations
Cites
Measuring Presence in Virtual Environments: A Presence Questionnaire
Witmer, B. G., & Singer, M. J. (1998) · Presence: Teleoperators and Virtual Environments · doi:10.1162/105474698565686 · Cited by 6,371
Thorsteinsson, E. B., & James, J. E. (1999) · Psychology & Health · doi:10.1080/08870449908407353 · Cited by 201
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Experience-Driven Procedural Content Generation
Yannakakis, G. N., & Togelius, J. (2011) · IEEE Transactions on Affective Computing · doi:10.1109/t-affc.2011.6 · Cited by 470
Avatars Versus Agents: A Meta-Analysis Quantifying the Effect of Agency on Social Influence
Fox, J., Ahn, S. J. (., Janssen, J. H., Yeykelis, L., Segovia, K. Y., & Bailenson, J. N. (2015) · Human–Computer Interaction · doi:10.1080/07370024.2014.921494 · Cited by 320
Coyne, S. M., Padilla-Walker, L. M., & Howard, E. (2013) · Emerging Adulthood · doi:10.1177/2167696813479782 · Cited by 314
Price, M., Mehta, N., Tone, E. B., & Anderson, P. L. (2011) · Journal of Anxiety Disorders · doi:10.1016/j.janxdis.2011.03.004 · Cited by 187
Metadata
- Authors
- Ravaja, N., Saari, T., Turpeinen, M., Laarni, J., Salminen, M., & Kivikangas, M.
- Venue
- Presence: Teleoperators and Virtual Environments
- Publisher
- MIT Press - Journals
- Published
- 2006-08-01
- Volume
- 15
- Issue
- 4
- Pages
- 381-392
- ISSN
- 1054-7460 (ISSN-L)
- OpenAlex
- W2117945084
- Cited by
- 322
- References
- 2
- FWCI
- 19.55
- Type
- journal article
- Language
- en
- Open access
- closed
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- Ravaja, N., Saari, T., Turpeinen, M., Laarni, J., Salminen, M., & Kivikangas, M. (2006). Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play? Presence: Teleoperators and Virtual Environments. https://doi.org/10.1162/pres.15.4.381
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