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Christoph Klimmt

Bio: Christoph Klimmt is an academic researcher from VU University Amsterdam. The author has contributed to research in topics: Entertainment & Interactive media. The author has an hindex of 4, co-authored 8 publications receiving 70 citations.

Papers
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Book ChapterDOI
26 Nov 2008
TL;DR: IRIS (Integrating Research in Interactive Storytelling) aims at creating a virtual centre of excellence that will be able to progress the understanding of fundamental aspects of Interactive Story telling and the development of corresponding technologies.
Abstract: Interactive Storytelling is a major endeavour to develop new media which could offer a radically new user experience, with a potential to revolutionise digital entertainment. European research in Interactive Storytelling has played a leading role in the development of the field, and this creates a unique opportunity to strengthen its position even further by structuring collaboration between some of its main actors. IRIS (Integrating Research in Interactive Storytelling) aims at creating a virtual centre of excellence that will be able to progress the understanding of fundamental aspects of Interactive Storytelling and the development of corresponding technologies.

24 citations

BookDOI
01 Jan 2021
TL;DR: The authors provide a collection of communication and psychology-based theories and models on media entertainment, which can be used as a knowledge resource for any academic and applied purpose, and they provide explanations of entertainment that audiences find in any kind of "old" and "new" media, from classic novels to VR video games, from fictional stories to mediated sports.
Abstract: This handbook provides a strong collection of communication- and psychology-based theories and models on media entertainment, which can be used as a knowledge resource for any academic and applied purpose. Its 41 chapters offer explanations of entertainment that audiences find in any kind of ‘old’ and ‘new’ media, from classic novels to VR video games, from fictional stories to mediated sports. As becomes clear in this handbook, the history of entertainment research teaches us not to forget that even if a field is converging to a seemingly dominant perspective, paradigm, and methodology, there are more views, alternative approaches, and different yet equally illuminative ways of thinking about the field. Young scholars may find here innovative ways to reconcile empirical-theoretical approaches to the experience of entertainment with such alternative views. And there are numerous entertainment-related phenomena in contemporary societies that still fit the „bread and circuses-“ perspective of the initial Frankfurt School thinking. So while the mission of the present handbook is to compile and advance current theories about media entertainment, scholars active or interested in the topic are invited to also consider the historic roots of the field and the great diversity it has featured over the past nearly 100 years. Many lessons can be learned from this history, and future innovations in entertainment theory may just as likely emerge from refining those approaches compiled in the present handbook as from building on neglected, forgotten, or marginalized streams of scholarship.

17 citations

01 Jan 2003
TL;DR: Vorderer, Wirth, Saari, Gouveia, Biocca, Jancke, Bocking, Hartmann, Klimmt, Schramm, Laarni, Ravaja, Goudarzi, Ribeiro, Sacau, Baumgartner, et al. as mentioned in this paper introduced a conceptual model of spatial presence, which regards spatial presence as state that is affected both by internal and external factors.
Abstract: Contemporary Presence research is in demand of a commonly accepted theoretical framework for theorizing and empirical studies. Therefore, we introduce a conceptual model of Spatial Presence (Vorderer, Wirth, Saari, Gouveia, Biocca, Jancke, Bocking, Hartmann, Klimmt, Schramm, Laarni, Ravaja, Gouveia, Ribeiro, Sacau, Baumgartner, & Jancke, 2003). The model regards Spatial Presence as state that is affected both by internal and external (media) factors. It is organized in two levels of processes that are involved in the emergence of Presence: The first level refers to the formation of a spatial situation model (SSM). It is a mental model of of the perceived spatial (media) environment. The formation of the SSM depends on the spatial cues provided by the media product as well as the users’ spatial knowledge structures, motivational state and their resulting attentional focus. On the model’s second level, the transition from the mere existence of an SSM towards the actual state of Presence is facilitated through the (successful) test of a perceptual hypothesis. The hypothesis states that the mediated environment is the “primary ego-reference frame”. If it is confirmed, users assign their self-location and perceived possible actions to the mediated environment (i. e., they feel Presence). Various media attributes and user characteristics influence this transition to the state of Presence.

17 citations


Cited by
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Journal ArticleDOI
TL;DR: 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, compared to playing against a stranger.
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.

338 citations

Journal ArticleDOI
TL;DR: A growing number of studies have examined the psychological corollaries of using social networking sites (SNSs) such as Facebook, Instagram, or Twitter (often called social media).
Abstract: A growing number of studies have examined the psychological corollaries of using social networking sites (SNSs) such as Facebook, Instagram, or Twitter (often called social media). The interdiscipl...

95 citations

Book ChapterDOI
21 Nov 2009
TL;DR: The result is a presentation of general issues in authoring Interactive Storytelling, rather than of particular problems with a specific system that could be overcome by `simply' designing the right interface.
Abstract: Authoring is still considered a bottleneck in successful Interactive Storytelling and Drama. The claim for intuitive authoring tools is high, especially for tools that allow storytellers and artists to define dynamic content that can be run with an AI-based story engine. We explored two concrete authoring processes in depth, using various Interactive Storytelling prototypes, and have provided feedback from the practical steps. The result is a presentation of general issues in authoring Interactive Storytelling, rather than of particular problems with a specific system that could be overcome by `simply' designing the right interface. Priorities for future developments are also outlined.

58 citations

Journal ArticleDOI
TL;DR: It is argued that presence, as shown in virtual environments, can usefully be seen as comprising various subtypes and that these in turn may have common conceptual and ontological features with a sense of agency as defined by Russell.
Abstract: This paper argues that presence, as shown in virtual environments, can usefully be seen as comprising various subtypes and that these in turn may have common conceptual and ontological features with a sense of agency as defined by Russell (1996, Agency: Its Role in Mental Development, Erlbaum.). Furthermore, an analysis of Russell's characterization of the concept of agency may be useful for acquiring insight into the sense of presence itself and the variables affecting it. Empirical evidence from cognitive developmental research and the positive results of attempts to develop symbolic understanding in people with autism spectrum disorders (ASD) in virtual environments suggest that presence may be more about experiencing agency than either pretending to be there or constructing and reconstructing mental models in real time. This analysis is used to shed some light on the current issues of presence research and to open up new philosophical and psychological aspects, in relation to both presence and ASD.

54 citations

Journal ArticleDOI
01 Sep 2019
TL;DR: In this article, a hierarchical regression analysis revealed that trait boredom predicted phubbing frequency even when controlled for age and geographical location, which is significant not only because it is the first study that found that trait-boredom predicts phUBbing frequency, but also because future research can now build on this finding to investigate other types of boredom, such as state boredom and leisure boredom.
Abstract: Existing research on phubbing, or the act of looking at the smartphone while having a face-to-face conversation with others, highlighted a number of factors that could cause one to use their smartphone while having a face-to-face conversation with others including smartphone addiction, SMS (texting) addiction, social media addiction, Internet addiction and to some extent game addiction. The fear of missing out (FoMO) and self-control have also been found to predict this behaviour. No study in the literature has investigated the relationship between boredom and phubbing. The present study aims at addressing this limitation in the literature by focusing specifically on trait boredom as a possible predictor of phubbing. To examine if trait boredom predicts phubbing frequency, we conducted an online survey with 352 smartphone users who, in addition to reporting on their phubbing frequency, also completed the Short Boredom Proneness Scale. A hierarchical regression analysis revealed that trait boredom predicted phubbing frequency even when controlled for age and geographical location. This study is significant not only because it is the first study that found that trait boredom predicts phubbing frequency, but also because future research can now build on this finding to investigate other types of boredom, such as state boredom and leisure boredom. Considering that phubbing has been found to result in a range of negative effects including relationship quality and satisfaction, life satisfaction and mood, this study also highlights a need for future research to examine phubbing as a moderator of the relationship between boredom and these negative effects.

54 citations