Being there: the subjective experience of presence
Presence: Teleoperators and Virtual Environments
Video Kids: Making Sense of Nintendo
Video Kids: Making Sense of Nintendo
A grounded investigation of game immersion
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Large displays enhance spatial knowledge of a virtual environment
APGV '06 Proceedings of the 3rd symposium on Applied perception in graphics and visualization
Absorption, dissociation, locus of control and presence in virtual reality
Computers in Human Behavior
Presence: Teleoperators and Virtual Environments
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Measuring and defining the experience of immersion in games
International Journal of Human-Computer Studies
Mobile game-based learning with local content and appealing characters
International Journal of Mobile Learning and Organisation
Telepresence, soundscapes and technological expectation: putting the observer into the equation
Virtual Reality - Special Issue on Presence
Effects of pre-game stories on feelings of presence and evaluation of computer games
International Journal of Human-Computer Studies
Video game experience predicts virtual, but not real navigation performance
Computers in Human Behavior
Presence: Teleoperators and Virtual Environments
Factors affecting Chinese Ubiquitous Game Service usage intention
International Journal of Mobile Communications
IllumiRoom: peripheral projected illusions for interactive experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Decomposing immersion: effects of game demand and display type on auditory evoked potentials
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Exploring the effect of display size on pointing performance
Proceedings of the 2013 ACM international conference on Interactive tabletops and surfaces
Hi-index | 0.01 |
This study investigated the effects of viewing angle manipulated through screen size and the moderating role of players' immersion tendencies on presence experience in the context of computer game playing. Thirty participants played a third-person computer game, Tomb Raider 2, in two screen size conditions: a 12.7-in. and an 81-in. display. ANCOVA analyses showed that playing in front of a large screen led to a more favorable impression on the game character, a more positive mood change, and significantly higher feelings of both physical and self-presence, confirming previous research. Our findings also revealed that individuals' intrinsic immersion tendencies have a positive moderating effect on the sensation of physical and self-presence, above and beyond the influence of screen size. The results suggest that feeling of presence as well as overall game experience is determined by the interaction between technological factors and human influence.