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Journal ArticleDOI

Effects of screen size, viewing angle, and players' immersion tendencies on game experience

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TLDR
It is revealed that individuals' intrinsic immersion tendencies have a positive moderating effect on the sensation of physical and self-presence, above and beyond the influence of screen size.
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This article is published in Computers in Human Behavior.The article was published on 2012-03-01. It has received 178 citations till now. The article focuses on the topics: Computer game & Display size.

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How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence

TL;DR: The current meta-analysis synthesizes decades of empirical research examining the effect of immersive system technology on user experiences of presence and finds that technological immersion has a medium-sized effect on presence.
Journal ArticleDOI

Empathy and embodied experience in virtual environment

TL;DR: The findings of this study suggest that the cognitive processes by which users experience quality, presence, and flow determine how they will empathize with and embody VR stories.
Journal ArticleDOI

What type of content are smartphone users addicted to

TL;DR: Users who have lower self-control and those who have greater stress were more likely to be addicted to smartphones, and media content types including SNS, game use, and entertainment-related use were positive predictors.
Proceedings ArticleDOI

RoomAlive: magical experiences enabled by scalable, adaptive projector-camera units

TL;DR: This work investigates the design space of gaming experiences that are possible with RoomAlive, explores methods for dynamically mapping content based on room layout and user position, and showcases four experience prototypes that demonstrate the novel interactive experiences possible with the system.
Journal Article

Mortal Kombat (tm) : The effects of violent videogame play on males' hostility and cardiovascular responding

TL;DR: In this article, the authors examined cardiovascular reactivity and hostility among 30 male undergraduates after either nonviolent (billiards) or 1 of 2 levels of violent videogame play (MKl = less violent, MK2 = more violent).
References
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Journal ArticleDOI

Measuring Presence in Virtual Environments: A Presence Questionnaire

TL;DR: Combined results from four experiments lead to the following conclusions: the PQ and ITQ are internally consistent measures with high reliability; there is a weak but consistent positive relation between presence and task performance in VEs; individuals who report more simulator sickness symptoms in VE report less presence than those who report fewer symptoms.
Journal ArticleDOI

Defining Virtual Reality: Dimensions Determining Telepresence

TL;DR: In this paper, a variable-based definition of virtual reality is proposed, which can be used to classify virtual reality in relation to other media, such as TV, movies, etc.
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Defining virtual reality: dimensions determining telepresence

TL;DR: This paper attempts to cast a new, variable-based definition of virtual reality that can be used to classify virtual reality in relation to other media, based on concepts of "presence" and "telepresence".
Journal ArticleDOI

At the Heart of It All: The Concept of Presence

TL;DR: A number of emerging technologies including virtual reality, simulation rides, video conferencing, home theater, and high definition television are designed to provide media users with an illusion that a mediated experience is not mediated, a perception defined here as presence.

Social cognitive theory of mass communication

TL;DR: Social cognitive theory analyzes social diffusion of new styles of behavior in terms of the psychosocial factors governing their acquisition and adoption and the social networks through which they spread and are supported.
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