Musings on telepresence and virtual presence
Presence: Teleoperators and Virtual Environments - Premier issue
The experience of a sense of presence in intercultural and international encounters
Presence: Teleoperators and Virtual Environments
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
Presence: Teleoperators and Virtual Environments - Fourth international workshop on presence
Presence: Teleoperators and Virtual Environments - Special issue: Virtual heritage
The Experience of Presence: Factor Analytic Insights
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
Influence of individual factors on presence
Computers in Human Behavior
Computers in Human Behavior
Customization, immersion satisfaction, and online gamer loyalty
Computers in Human Behavior
Falling in love with online games: The uses and gratifications perspective
Computers in Human Behavior
Subjective Experience and Sociability in a Collaborative Serious Game
Simulation and Gaming
The interplay between immersion and appeal in video games
Computers in Human Behavior
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A main reason to play computer games is the pleasure of being immersed in a mediated world. Spatial presence and flow are considered key concepts to explain such immersive experiences. However, little attention has been paid to the connection between the two concepts. Thus, we empirically examined the relationship between presence and flow in the context of a computer role-playing game (N = 70), a racing game (N = 120), and a jump and run game (N = 72). In all three studies, factor analysis revealed that presence and flow are distinct constructs, which do hardly share common variance. We conclude that presence refers to the sensation of being there in the mediated world, whereas flow rather refers to the sensation of being involved in the gaming action. Further analyses showed that flow and presence depend on motivation and immersive tendency. In addition, flow and presence enhanced performance as well as enjoyment.