Communication research on consumer VR
Communication in the age of virtual reality
Walking walking-in-place flying, in virtual environments
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
IEEE Transactions on Visualization and Computer Graphics
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
IEEE Spectrum
Video Game Effects-Confirmed, Suspected, and Speculative
Simulation and Gaming
Measuring temporal variation in presence during game playing
Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
The evolution of social behavior over time in second life
Presence: Teleoperators and Virtual Environments
Spatial presence and perceived reality as predictors of motion-based video game enjoyment
Presence: Teleoperators and Virtual Environments
Sensory realism and mediated aggression in video games
Computers in Human Behavior
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Immersive virtual environment technology (IVET) allows developers to create simulated environments that can engage users in context relevant behaviors and that can produce relatively intense user experiences for purposes such as entertainment (e.g., video games), phobia desensitization, and training. We predicted that playing a violent video game using an IVET platform would lead to increased presence and aggressive feelings and behavior compared to playing on a less immersive desktop platform. The results of two experiments supported this hypothesis. The data suggest that presence mediated the relationship between playing platform and aggressive feelings but not the relationship between playing platform and aggressive behavior. Finally, we explored the utility of using cardiovascular measures within this research paradigm.