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Spatial presence and emotions during video game playing: Does it matter with whom you play?
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2006 (English)In: Presence - Teleoperators and Virtual Environments, ISSN 1054-7460, Vol. 15, no 4, 381-392 p.Article in journal (Refereed) Published
Abstract [en]

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.

Place, publisher, year, edition, pages
2006. Vol. 15, no 4, 381-392 p.
Keyword [en]
cardiovascular reactivity, presence questionnaire, virtual environments, social support, dimensions, attention, responses, stress, threat, screen
URN: urn:nbn:se:kth:diva-16022ISI: 000240909800004OAI: diva2:334064
QC 20100525Available from: 2010-08-05 Created: 2010-08-05Bibliographically approved

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Turpeinen, Marko
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