Walking walking-in-place flying, in virtual environments
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Physiological measures of presence in stressful virtual environments
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Conceptual priming as a determinant of presence in virtual environments
Proceedings of the 2nd international conference on Computer graphics, virtual Reality, visualisation and interaction in Africa
A Survey of Attitudes to Computing at the University of the Witwatersrand
Proceedings of the IFIP TC9/WG9.1 Fifth International Conference on Woman, Work and Computerization: Breaking Old Boundaries - Building New Forms
The Relationship Between Presence and Performance in Virtual Environments: Results of a VERTS Study
VR '03 Proceedings of the IEEE Virtual Reality 2003
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
Proceedings of the 5th International Conference on Ubiquitous Information Management and Communication
Spatial presence and perceived reality as predictors of motion-based video game enjoyment
Presence: Teleoperators and Virtual Environments
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This paper presents a large scale (N = 101) exploratory relational study of computer gamers' gaming habits and their presence experiences. The study posited and examined the effect of two presence maximization strategies (controlling distracters and maintaining updated computer hardware) and two hypothetical cognitive styles (thematic inertia and capacity to integrate non-diagetic information) on gamers' rating of the importance of presence in their gaming experiences. The data show that frequency of game playing, but not game playing experience, affect self-rated presence importance, and that presence importance does not decline with experience. The data also suggest that presence maximization strategies are erratically effective in improving gaming experiences, and that the capacity to integrate non-diagetic information (but not thematic inertia) is a reliable predictor of self-rated presence importance. The paper closes with suggestions for improving the method in order to study cross-population effects.