Musings on telepresence and virtual presence
Presence: Teleoperators and Virtual Environments - Premier issue
The presence of field geologists in Mars-like terrain
Presence: Teleoperators and Virtual Environments
Computers as Theatre
What makes things fun to learn? heuristics for designing instructional computer games
SIGSMALL '80 Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems
The Video GameTheory Reader
Proceedings of the third Nordic conference on Human-computer interaction
Chris Crawford on Interactive Storytelling (New Riders Games)
Chris Crawford on Interactive Storytelling (New Riders Games)
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Effects of Sensory Information and Prior Experience on Direct Subjective Ratings of Presence
Presence: Teleoperators and Virtual Environments
Measuring Presence: A Response to the Witmer and Singer Presence Questionnaire
Presence: Teleoperators and Virtual Environments
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We investigated the experience of telepresence elicited by foreign language media with different interactivities (i.e., a video game and a video recording of the video game being played) with 10 undergraduates. Self-report questionnaires and open-ended interviews showed that, in general, telepresence was experienced more strongly with the video game. There was some variation in the results, however, depending on individuals' immersion tendencies and other media preferences and habits. Additionally, many participants reported not feeling as telepresent with this project's media as with other media and framed this experience by discussing investment, involvement, narrative, and play. We offer several implications for game designers aiming to create virtual realities for their players.