The second self: computers and the human spirit
The second self: computers and the human spirit
ACM SIGGRAPH Computer Graphics
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Presence: Teleoperators and Virtual Environments - Fourth international workshop on presence
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
A Cross-Media Presence Questionnaire: The ITC-Sense of Presence Inventory
Presence: Teleoperators and Virtual Environments
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Design and Evaluation of a Real-World Virtual Environment for Architecture and Urban Planning
Presence: Teleoperators and Virtual Environments
Immersive virtual video game play and presence: Influences on aggressive feelings and behavior
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
HCI Beyond the GUI: Design for Haptic, Speech, Olfactory, and Other Nontraditional Interfaces
HCI Beyond the GUI: Design for Haptic, Speech, Olfactory, and Other Nontraditional Interfaces
Natural user interfaces are not natural
interactions
The effects of video game realism on attention, retention and aggressive outcomes
Computers in Human Behavior
Perceived digital game realism: A quantitative exploration of its structure
Presence: Teleoperators and Virtual Environments
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Emergence of Gamified Commerce: Turning Virtual to Real
Journal of Electronic Commerce in Organizations
Control your game-self: effects of controller type on enjoyment, motivation, and personality in game
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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This study investigated the impact of new motion-based video game control systems on spatial presence, perceived reality, and enjoyment of video games. In two experiments, university students played video games on either new motion-based (Sony's Move, Microsoft's Kinect, and Nintendo's Wii), or standard video game systems (PS3 and XBOX 360 with gamepads). The results indicate that, in the context of golf, racing, and boxing games, the higher technological interactivity of motion-based systems (particularly Kinect) increases feelings of spatial presence, perceived reality, and enjoyment. Perceived reality predicted spatial presence; and spatial presence, in turn, was a significant predictor of enjoyment. Moving toward a more natural user interface (NUI) between the player and the game world can create a more immersive, realistic, and fun experience for the player. A new model for enjoyment of motion-based video games is proposed.