Toward a more robust theory and measure of social presence: review and suggested criteria
Presence: Teleoperators and Virtual Environments
Physiological indicators for the evaluation of co-located collaborative play
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play?
Presence: Teleoperators and Virtual Environments
Proceedings of the 10th international conference on Human computer interaction with mobile devices and services
Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting
Proceedings of the 2nd International Conference on Fun and Games
Exploring social and temporal dimensions of emotion induction using an adaptive affective mirror
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Out of sight, out of mind: co-player effects on seniors' player experience
Proceedings of the 3rd International Conference on Fun and Games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Choosing human team-mates: perceived identity as a moderator of player preference and enjoyment
Proceedings of the 6th International Conference on Foundations of Digital Games
Protecting artificial team-mates: more seems like less
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Combiform: beyond co-attentive play, a combinable social gaming platform
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Effect of touch-screen size on game immersion
BCS-HCI '12 Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers
International Journal of Game-Based Learning
Who but not where: The effect of social play on immersion in digital games
International Journal of Human-Computer Studies
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Recent studies have indicated that playing games against other people is more fun and more exciting than playing alone. The current study aims to further explore the influence of social setting on player experience in digital games; in particular, it sets out to test the level of social presence of the co-player as a determinant of player experience. Dependent variables include a comprehensive self-report measure of player experience (the GEQ) and state aggression. The first results demonstrate significant differences in playing against a computer, a mediated other, or a co-located other on player experience in terms of positive affect, competence, tension and hostility.