A Cross-Media Presence Questionnaire: The ITC-Sense of Presence Inventory
Presence: Teleoperators and Virtual Environments
Psychophysiological Correlates of Virtual Reality: A Review
Presence: Teleoperators and Virtual Environments
Measuring emotional valence during interactive experiences: boys at video game play
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Face-tracking as an augmented input in video games: enhancing presence, role-playing and control
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play?
Presence: Teleoperators and Virtual Environments
Challenges for pervasive mobile game design: examining players' emotional responses
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
The experience of telepresence with a foreign language video game and video
Proceedings of the 2007 ACM SIGGRAPH symposium on Video games
Proceedings of the 2nd International Conference on Fun and Games
Facial expressions as game input with different emotional feedback conditions
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
O' game, can you feel my frustration?: improving user's gaming experience via stresscam
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
An Online Survey System on Computer Game Enjoyment and Personality
Proceedings of the 13th International Conference on Human-Computer Interaction. Part IV: Interacting in Various Application Domains
Sensation Seeking, Self Forgetfulness, and Computer Game Enjoyment
Proceedings of the Symposium on Human Interface 2009 on Human Interface and the Management of Information. Information and Interaction. Part II: Held as part of HCI International 2009
HCI'07 Proceedings of the 12th international conference on Human-computer interaction: intelligent multimodal interaction environments
Personality and enjoyment of computer game play
Computers in Industry
Towards a structural model for intention to play a digital educational game
Transactions on edutainment IV
Explorations in player motivations: virtual agents
ICEC'10 Proceedings of the 9th international conference on Entertainment computing
The role of trait emotional intelligence in gamers' preferences for play and frequency of gaming
Computers in Human Behavior
Perceptions, quality and motivational needs in image tagging human computation games
Journal of Information Science
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
The interplay between immersion and appeal in video games
Computers in Human Behavior
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We investigated the emotional response patterns and sense of presence elicited by video games with different characteristics (i.e., Tetris, Super Monkey Ball 2, Monkey Bowling 2, and James Bond 007: NightFire) among 37 undergraduates. We also examined the moderating influence of the sensation seeking and self-forgetfulness traits on the responses. Participants self-reported their emotional responses, defined in terms of joy, pleasant relaxation, anger, fear, and depressed feeling, and sense of presence. The results showed that games with different characteristics elicit differential emotional response patterns, and the engagement elicited by the games varies as a function of the Sensation Seeking trait of the player. Measuring emotional response patterns may have practical implications for game design, given that they give information on the game characteristics that maximize entertainment and pleasure, and may potentially be used in pre-testing different versions of the games.