Musings on telepresence and virtual presence
Presence: Teleoperators and Virtual Environments - Premier issue
Being there: the subjective experience of presence
Presence: Teleoperators and Virtual Environments
Immersive VR for Scientific Visualization: A Progress Report
IEEE Computer Graphics and Applications
A person-artefact-task (PAT) model of flow antecedents in computer-mediated environments
International Journal of Human-Computer Studies - Special issue on HCI and MIS
Explaining the enjoyment of playing video games: the role of competition
ICEC '03 Proceedings of the second international conference on Entertainment computing
Presence: Teleoperators and Virtual Environments - Special issue: Virtual heritage
Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play?
Presence: Teleoperators and Virtual Environments
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
A Conceptual Model of the Sense of Presence in Virtual Environments
Presence: Teleoperators and Virtual Environments
Learners, Technology and the Brain
USAB '08 Proceedings of the 4th Symposium of the Workgroup Human-Computer Interaction and Usability Engineering of the Austrian Computer Society on HCI and Usability for Education and Work
International Journal of Human-Computer Studies
Experiencing flow with instant messaging and its facilitating role on creative behaviors
Computers in Human Behavior
Out of sight, out of mind: co-player effects on seniors' player experience
Proceedings of the 3rd International Conference on Fun and Games
Falling in love with online games: The uses and gratifications perspective
Computers in Human Behavior
Why do people play social network games?
Computers in Human Behavior
Immersion and gameplay experience: a contingency framework
International Journal of Computer Games Technology
Effects of self-conscious emotions on affective and behavioral responses in HCI and CMC
Proceedings of the 29th ACM international conference on Design of communication
Review: Engagement in digital entertainment games: A systematic review
Computers in Human Behavior
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
Immersion in computer games: the role of spatial presence and flow
International Journal of Computer Games Technology
More than flow: revisiting the theory of four channels of flow
International Journal of Computer Games Technology
The effects of location personalization on individuals' intention to use mobile services
Decision Support Systems
Computers in Human Behavior
Spotting the difference: identifying player opponent preferences in FPS games
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Being immersed: avatar similarity and self-awareness
Proceedings of the 24th Australian Computer-Human Interaction Conference
Proceedings of the 24th Australian Computer-Human Interaction Conference
Exploring the Player Flow Experience in E-Game Playing
International Journal of Technology and Human Interaction
Who but not where: The effect of social play on immersion in digital games
International Journal of Human-Computer Studies
Can two-player games increase motivation in rehabilitation robotics?
Proceedings of the 2014 ACM/IEEE international conference on Human-robot interaction
Designing videogames to improve students' motivation
Computers in Human Behavior
The interplay between immersion and appeal in video games
Computers in Human Behavior
Measuring engagement in video game-based environments: Investigation of the User Engagement Scale
Computers in Human Behavior
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The purpose of this study was to examine whether playing online games against other users leads to different experiences in comparison with playing against computer-controlled opponents. Thereby, a one-factorial multivariate design was used (computer-controlled vs. human-controlled opponent). Dependent variables were the participants' feelings of presence and flow. Additionally, the amount of enjoyment was measured. The findings indicate that the type of opponent influences playing experiences: participants who played against a human-controlled opponent reported more experiences of presence, flow, and enjoyment, whereby the strongest effect refers to the experience of presence. Furthermore, strong relations between presence, flow, and enjoyment were observed. Further analyzes suggest that flow mediates the relationship between presence and enjoyment.