Being there: the subjective experience of presence
Presence: Teleoperators and Virtual Environments
Living digital: embodient in virtual worlds
The social life of avatars
Emotion in human-computer interaction
The human-computer interaction handbook
Embodiment and copresence in collaborative interfaces
International Journal of Human-Computer Studies
Perceptions of ASIMO: an exploration on co-operation and competition with humans and humanoid robots
Proceedings of the 1st ACM SIGCHI/SIGART conference on Human-robot interaction
Computers in Human Behavior
The effects of virtual characters on audiences' movie experience
Interacting with Computers
That avatar is looking at me! social inhibition in virtual worlds
IVA'10 Proceedings of the 10th international conference on Intelligent virtual agents
Reflected in a liquid crystal display: personalization and the use of avatars in serious games
Proceedings of the 2011 international conference on Virtual and mixed reality: systems and applications - Volume Part II
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
Did you notice? artificial team-mates take risks for players
IVA'11 Proceedings of the 10th international conference on Intelligent virtual agents
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
Social Interaction in Games: Measuring Physiological Linkage and Social Presence
Simulation and Gaming
Computers in Human Behavior
Proceedings of the 24th Australian Computer-Human Interaction Conference
Scatter!: a mobile non-parallel multiplayer exertion game
Proceedings of the 12th International Conference on Interaction Design and Children
AMITIES: avatar-mediated interactive training and individualized experience system
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
Can two-player games increase motivation in rehabilitation robotics?
Proceedings of the 2014 ACM/IEEE international conference on Human-robot interaction
Digital educational game value hierarchy from a learners' perspective
Computers in Human Behavior
Physiological Linkage of Dyadic Gaming Experience
Simulation and Gaming
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Computer and videogames often require that users interact with other characters on the screen that represent other real people or characters that are controlled by computer code running within the game. The difference between game play with other avatars (player-controlled characters) or agents (characters controlled by the computer) may influence the engagement a game player experiences. This study investigated the effects of agency (avatar versus agent) and the type of gaming activity (competition versus cooperation) on physiological arousal and subjective evaluation of play. A 2 (avatar, agent)x2 (competition, cooperation) within-subject experiment was conducted (N=32). Players exhibited greater physiological arousal to otherwise identical interactions when other characters were introduced as an avatar rather than an agent. Furthermore, the co-player's source of agency interacted with the type of gaming activity. The results have implications for understanding how different forms of representation in virtual worlds and games will affect psychological responses in the contexts of entertainment, learning and the conduct of serious work.